Insanity's Blade Green Lit! Final Release Dec 1st on Steam

Show us your completed creations made in Construct 2

Post » Sun Sep 15, 2013 11:40 pm

@Nixel Google Famicompo mini Vol 9. I think song 27 is the one you're looking for if it's the Map music you're talking about :) It's all actual NES chip music, not mp3s, etc. You'll need NSFPlay or a similar tool to listen to them.

After listening to that song a few times, I've grown rather fond of it. I think I may end up using it for the final stage where the dwarf has to escape hell with the giant sword.

As far as the dwarf goes, he's almost entirely finished. He has AI that is not player dependent aside of his follow distance. If an enemy gets into your "personal bubble" he will run to your side and start attacking. His axe strike (not thrown) is the most powerful attack in the game. Except for when the hero goes berserk/is possessed in stage 13/14 and the second last stage.

@linkaevolution Thank you for the kind words! I'm glad you like it!

The addition of the dwarf makes the game way too easy I find. As of stage two he's your constant companion as it happens in my comic. So I'm not sure if I should keep him there always or have a pick up that keeps him with you until end of stage...

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Post » Tue Sep 17, 2013 6:02 pm

BIG UPDATE :D

The side kick character is now in the game! He has two modes, the second of which can be bought at the store. The first is hang back and throw/self defense mode. The second is full on drunk dwarf protect the hero mode.

The ghost of Thurstans son will save the dwarf if he falls off screen or gets too far behind. The dwarf is also stronger than Thurstan except for when Thurstan is possessed (like in this stage).

Also added stage text at beginning of stages.

The following video is a full play through of stage 13 with everything in place! The dwarf is maxed out to full drunk!!!

Enjoy.

[Tube]http://youtu.be/tymkQVuH39A[/Tube]


Chris
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Post » Tue Sep 24, 2013 1:16 am

This game will be AWESOME!!!!
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Post » Thu Oct 03, 2013 2:56 am

@KaMiZoTo Thanks!! I hope you like it. I made it as respectful to the NES hardware as possible aside of the multilayer scrolling ;)

Here be a screen shot from stage 16 "Into Hell". In this shot, Thurstan has been brought to a platform after riding around on a fleshy human snake (not a weenie) for about a minute. You'll be dodging blood falling from the top and flying monstrosities to come to this point. Oh yeah - there's the sword!

Here it is:


Chris
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Post » Thu Oct 03, 2013 4:07 am

I really love this game, I downloaded this game, do you plan it to release in steam, desura or some store?
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Post » Thu Oct 03, 2013 6:51 pm

@Joannesalfa Thanks!! I'm extremely happy that you like it! When it is finished, I'm aiming for Steam etc. I kinda want to get it onto consoles. But I used webGL in the game for the raster FX the console would have had. So some effects will be cut as and some gfx will have to be replaced for console.

Right now I'm not releasing it until a proper version of the tiled sprite program is completed. As of now the graphics are garbled and that fire sprite in stage one is animated, large and repeated through out the entire level eating up massive CPU.

I pushed the release date back to March of next year but if things are fixed with the plugins, etc I will release it earlier. I want it as polished as possible for an "NES" game!
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Post » Thu Oct 03, 2013 7:06 pm

I want to buy that
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Post » Thu Oct 03, 2013 7:14 pm

[QUOTE=damainman] @Joannesalfa Thanks!! I'm extremely happy that you like it! When it is finished, I'm aiming for Steam etc. I kinda want to get it onto consoles. But I used webGL in the game for the raster FX the console would have had. So some effects will be cut as and some gfx will have to be replaced for console.

Right now I'm not releasing it until a proper version of the tiled sprite program is completed. As of now the graphics are garbled and that fire sprite in stage one is animated, large and repeated through out the entire level eating up massive CPU.

I pushed the release date back to March of next year but if things are fixed with the plugins, etc I will release it earlier. I want it as polished as possible for an "NES" game![/QUOTE]


I have a WebGL effect about animated tile doesn't use massive CPU.

demo:

http://powerupware.com/HTML5/tileWebGL/

Send me a PM
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Post » Thu Oct 03, 2013 8:48 pm

@Joannesalfa Thanks! But I need to avoid using webGL if I'm planning on porting this to consoles. Replacing all that fire is a pain in the butt, I really want to avoid doing it more than once :D

But if I give up waiting around for the other plugin to be updated I'll contact you!
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Post » Sun Oct 06, 2013 3:53 am

@Joannesalfa I PM'd you. I'm thinking I may take you up on that offer for the pc version for now. But if you know anything about Canvas plugins let me know :)

On that note, today I've done a lot of cleaning up to the main bits. Mostly character hit detection. Also added the "death" animation, code and fx in. Going to now start on the ending cut scene for the first level. And HOPEFULLY get you all a polished 1 stage demo shortly! The first level has changed a bit from the one that's currently up. Added fx, Thurstan has black hair. Bug fixes. Etc Etc.

Thanks so much for all the support everyone has given us so far, it means a lot!!!


Chris
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