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

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Post » Wed Jan 22, 2014 2:49 pm

@Katala It was already voted on to go full color. The vote was done on Kickstarter through backers. They were given a few days to vote. So it's full blown 16-bit arcade now. That boss video is 2 weeks after the fact I think!

Originally aside of the multilayer scrolling which was mostly doable later on with different chip sets included in the carts, the game was doable on NES other than the size of the cart itself. The game would have been too big - too many gfx. The mode 7 stuff was actually doable to an extent on NES which I didn't know until recently. Battletoads vs Double Dragon - the bike fight scene floors could do it.

@PixelRebirth all of the big stuff has always been hand drawn and downgraded to the right res. I've allowed for too much color in the recent stuff I've done though so I may downgrade the color a tad at a later date. The game sprites all have 9 colors on them or more. As well as regular background tiles. Depending on the background I've allowed for 16-32 in most cases now. But player sprites aren't as sharp if I do overkill on the color so 9+ is enough.

But yeah as far as the Kickstarter goes - it was a private back vote. Majority won. In fact no one said no. The only request was to have an alternate unlockable mode to have the original 8-bit graphics. Which we will have :)

The complaints about sprites blending into backgrounds led to this for the most part. The reason why NES games had mostly black backgrounds. Although as an avid player and collector of NES games, it was no worse than a real NES title.

I'm aiming for a fuller but faded palette for the background now. So there will be no blending of foreground sprites and background at all. But everything is all still pixel art. Even my actual drawings once I've done the full sized/full colored version in photoshop I still go into the sprite editor and go to work in C2 :) Down sizing alone never goes over well at all, lots of editing to do after the fact.

I should actually dig out the old Genesis png converted I had for doing Genesis GFX it brings things to the nearest color and brings the palette down to 64 color max. Though I don't have those restrictions on the game it would probably would look more authentic if I did :)

Anyhow as of a 2-3 weeks ago the project was officially called "Insanity's Blade: The Arcade"! But will of course still have the 8 bit mode since 75% of the gfx were already finished and it would probably only take a week to downgrade everything new. It's the FX that have to be dropped. The music is still 100% NES vrc6.

And thanks for voting too guys! It means a lot! We're going to have a full 4 stage demo including the new flying/shooter stage for the first week of Feb it looks like.


Chris

***EDIT***

In all honesty once we added the much requested co-op during Kickstarter, it pretty much killed it being an NES game - at least thats how I felt. It's one thing to have a larger sized main sprite but two on the same Y pos all the time would have made the game flicker - added to the 2 or 3 enemies on the same Y pos all the time too. So yeah - once co-op was added it was unrealistic.

Batman Return of the Joker, Battletoads, BattleToads/Double Dragon and Mr.Gimmick were the hardware pushers as far as I can remember. I have Return of the joker and it looks like a genesis game minus the color.

***damainman2014-01-22 15:16:15
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Post » Thu Feb 06, 2014 11:10 pm

Good evening everyone!

So we've been very busy over here trying to get one more big public update before we go into closed beta until the end of development. With the graphics update it's caused a lot more work but we feel the game has become much more exciting with the new graphics!

As usual nothing in this demo is final, we may change our minds about a lot of things here before the final game is released. Still a ways to go yet!

Download the Demo from our Greenlight page!

So here is a list of the main updates you will find in this demo:

4 full stages of game play, stage 4 is in early beta but very playable! The entire first chapter of the game!

The shop is open for business! At the beginning of stage 2 and the middle of stage 3 you will find a shop rising form the ground where you can spend your hard earned coin on power ups. Not all power ups are available but at least you can check out whats to come!

The all new map screen! A more colorful god view of the Chapters as you progress!

There be dragons! Fly on the back of an undead dragon and beat the giant undead boss at the end of the stage! In full color 2d parallax goodness!

Options menu is closer to completion. Also randomly plays music until we get our Juke Box completed!

The three difficulty settings now do more than just set your lives and hit points. They also dictate how you continue after losing all of your lives. Easy - Continue at stage and check point, Medium - Restart at beginning of stage and Hard - No continues for you!

Massive graphic updates since the last demo release. The villagers have had a make over and, oh yeah, they are also prisoners you free through out the stage by pressing up them! Bonus XP!

Co-op is available in this beta but it's still buggy so use it at your own risk!-Controllers supported for both Players, check the options menu for setting the controller mode

Tons of bug fixes, and lots more!

The intro will see an overhaul before the game is released as well as cutscenes added between chapters. There should be an explanation as to where the dwarf character comes from but we didn't want to rush it for quality sake! The stage outros are all intact but the text is not final. Especially stage 4!

Download the Demo from our Greenlight page!

Here are a bunch of shots of things you may (or may not :P) see in the new beta/demo!











So for most of you this will be the last demo you see until a week roughly before the games final release! We hope you enjoy it and please feel free to shoot us any concerns or bugs you may find!

And yes the 8-bit mode will be in the game.
We may have to bump the release date to get it done, but I miss it already!

Thanks for playing!!Jayjay2014-02-06 23:13:23
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Fri Feb 07, 2014 12:16 am

Ah forgot to mention! We're giving out 5 free copies of the game (and other goodies) to the randomly chosen winners on: Facebook

Visit the link for more details on how to win! Contest ends Sunday night at midnight (UTC - 4)! Jayjay2014-02-07 00:17:03
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Fri Feb 07, 2014 2:56 pm

Whoa. I was a little uneasy about the new graphics because I really like 8-bit graphics in general. But I'm not even mad now, the updated graphics are amazing.

Wall jumping is vastly, hugely improved - I cannot stress how glad I am to see the overhaul in wall jump mechanics - thank you for the efforts.

Spanking good job!!!

But currently I'm just stuck in Deep Forest. I find it quite hard to jump while zombie surfing...or is it just me?

EDIT: Deep Forest boss is a complete beast. 2-hit KO...Nixel2014-02-07 15:08:09
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Post » Sat Feb 08, 2014 1:51 am

@nixel HAHA! Sorry you were upset about the 8bit GFX not being there - But they will be in the final version of the game. There will be an 8-bit mode since 60-70% of the gfx were already finished for 8-bit.
The wall jump was fixed back when we were doing the Kickstarter too!

Which 2nd boss are you stuck on? There are two on the Buggy. The axe man you just need to jump and attack a lot, he's not smart - just hit's hard. And for the Ghost boss you can (if you upgraded your weapon at the shop) Stand to one side of the screen and cram the attack button and hope you leveled up enough to kill his bullets :D

There is a glitch on the corpse surfing still (the zombies should explode when you hit them), many kinks to work out of the engine overall, but it is still very much in beta - This is the last demo using the beta that will be released to the public. We may update it a little and do another release tonight and then its nothing but videos and screens until the game is finished so no more of the game is spoiled. The demo is first chapter of the game minus a few power ups sounds and gfx - and the cutscenes.

And thanks for the support Nixel!! We hope you like the final product when it's released!

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Post » Sat Feb 08, 2014 10:56 pm

I'm not a fan of low bit pixel but this did not stop me from enjoying this game. Really well done and I had fun playing it.
My only gripe would be the instant deaths from falling make the enemies seem tame in comparison. I had no fear of enemies it was cliffs that scared me.

Managed to slide down a cliff backwards one time on the green skele, not sure if that's supposed to be in it
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Post » Sun Feb 09, 2014 3:41 am

@mapmerry I'm glad you didn't let the pixel art ruin the experience for you! Thanks!

Although that bug should no longer exist, something has caused a mirroring bug to resurface - I've just put a fail safe in place for both players. If Slide > 0 the do not mirror! Thanks for catching that!!

We've gone back and forth on what the holes can and cannot do. I will be making a couple of the jumps over pits smaller but they will always be auto death.

I made it easy to jump the pits on the slide except for the last one where I extended the pit sizes. You can speed up by pressing right or slow down by pressing left. On the first two slopes you can press right and not even have to jump, you go to fast for gravity to pull you in! That's always been there! We had an enemy that attacked you while you were sliding... basically killed you just as you hit the bottom of the slopes every time. He's gone :)

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Post » Sun Feb 09, 2014 7:21 am

Hey guys,

The game is looking fantastic, and I love the new graphics. They make things look sharper, whilst maintaining that retro feel!

Nice work, can't wait to see the finished product :)
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Post » Sun Feb 09, 2014 9:59 pm

@Blacksmith Thanks!! We're trying our best to give the game an authentic retro feel and we can't wait to get the final game to you! We hope you enjoy it!

As far away as the release date is, for some reason it feels like we only have until next week to complete it... Time flies (when you're mostly having fun!)

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Post » Mon Feb 10, 2014 2:46 pm

[QUOTE=damainman]But yeah as far as the Kickstarter goes - it was a private back vote. Majority won. In fact no one said no. The only request was to have an alternate unlockable mode to have the original 8-bit graphics. Which we will have :)[/QUOTE]

Okay, please kindly disregard my criticism then!

Played the latest demo and it's definitely a cool new look. Seems like some old obscure arcade game now, hehe. Looking forward to the finished game!
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