Grapple Force Rena - Serial Web Game!

Show us your completed creations made in Construct 2

Post » Tue Jul 01, 2014 3:24 am

Hello, everyone! It's me, Tim!

I've been working pretty hard these last few months, and I'm finally ready to show off what I've been working on! Behold: http://rena.battlestudio.com - Grapple Force Rena!

It's a 2D action platformer, made in the style of Genesis-era 16 bit games. You control Rena, a brave young girl with mysterious magic bracelets that let her shoot out magical "grapple beams", letting her grab and swing across any surface or grab and throw her enemies!

This is a kind of unique project, made possible entirely by HTML5 and Construct 2 - when I say it's a "serial web game", I mean it's something like a webcomic, which is constantly updated with new content - but a game! Each page on the website has one course of the game playable, complete with story segments! Over time, more and more of the story will be revealed - at least one new course every 2 weeks!

I've learned a lot while making this game, and I still have much to learn as I push forward with the game's unique format - I hope I can share what I've learned with all of you in the future! Thank you so much for your attention!
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Post » Tue Jul 01, 2014 6:21 am

Looks good! I always love to see new concepts even on the style things are published. :) will check it out later!
Image
Check out our start-up and configure your own helmet in true 3D.
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Post » Tue Jul 01, 2014 2:07 pm

WoW, Very very good :D, all this was made with construct 2 ? is awesome we want the next map 1 - 3 :D

Congrats
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Post » Tue Jul 01, 2014 11:19 pm

Thank you very much for the kind words! I really hope I can keep making this game and keep updating it with new courses!
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Post » Wed Jul 02, 2014 1:01 am

Really nice game...
I'm interest did you test it on mobile or ipad?
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Post » Wed Jul 02, 2014 6:11 am

Most of my mobile devices are old and I don't own any Apple stuff, but my engine tests ran really well in the iPad browser. I built a native Android version too, which ran pretty smoothly even on my off-brand Android hardware. I don't want to get too deep into mobile development until I have more to test on, though!

I actually came up with a pretty novel way of scaling the game that works like integer scaling but adapts to any aspect ratio - it detects the size of the screen and sets the zoom level based on that, and positions all the HUD elements based on where the screen edges are. It still looks off on some devices with odd screen sizes, though - the further you get from a multiple of 360p, the more there's a chance that things might get cut off. I'm still working that out!
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Post » Wed Jul 02, 2014 6:18 am

@BttleJenkins
wooow, too good.
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Post » Thu Jul 03, 2014 2:44 am

Your game looks beautiful.

There is one feature I'd like to see in the game. Let the user click and avoid all the talking.
I really dislike all the talking. Not my style.

Other than that, the game looks really nice.
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Post » Thu Jul 03, 2014 8:27 am

Joke's on you - you could skip the dialog at any time by pressing "Enter!" You suffered through all my cheesy dialog for nothing!

You're not the first person to bring this up, though, so I added a little prompt in the upper left corner of cutscene segments making this explicit. Hope that helps!

(Also, thanks for the kind words!)
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Post » Thu Jul 03, 2014 3:00 pm

This is awesome, I hope I can eek out this level of polish in one of my games. Everything - the sprites, the menus, the dialog boxes, and the transitions are all top-notch.
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