Lolz Invaders

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Post » Fri Jul 14, 2017 9:32 pm

Just trying the Construct 3 Android build service (mainly to see how my in work touch control transfers to mobile)

Note : It is exactly the same game as above (developing in Construct 2)

but I just loaded into Construct 3 and changed the resolution to a more mobile friendly one
built very quickly . uploaded and downloaded in about 2 minutes id say
absolutely no issues.

running on a Motorola G4 at around 40 fps .
Note I am aiming for PC only currently so this is not optimised for mobile.
It was just a test of the Construct 3 build service. (There is a lot of stuff I could get rid of to get back to 60 without compromising too much. I may do a mobile version in future)

https://drive.google.com/file/d/0B6AQ9z ... sp=sharing

but yea, quite impressed.
Last edited by NetOne on Wed Sep 20, 2017 7:56 am, edited 1 time in total.
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Post » Wed Sep 06, 2017 11:23 pm

Haven't touched this for over a month so not much progress,

but tonight, after a particularly bad few games of Overwatch. mainly caused by a fxxxkin Hanzo fxxxking xxxxxxxer

(blizzard you need to sort out hanzo ffs, dude dosent have to aim and can one shot anyone from the otherside of the map without aiming....

I decided my time would be better spent work ng on a way to do scrolling background.

this is my first try, it kinda looks like i want it to but its not working well behind the scenes also its all using the same 9 512x512 sprites repeated semi randomly and scaled so the back line is about 150 sprites long which is not very performant. but the idea is to replace with clouds and cities etc...

also messing with tinting the game layer for a day night effect. maybe use we'll see

https://drive.google.com/open?id=0B6AQ9 ... 1hIbTgtNE0
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Post » Thu Sep 07, 2017 6:18 am

Nice enemy patterns.
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Post » Thu Sep 07, 2017 8:54 am

Cheers man. The current patterns are kinda just there to make sure the engine works.
But once I got all the other stuff like backgrounds, menus , bullet patterns, music / SE and a million other things, I will return to put all together with some proper cool enemy patterns

... although at my current rate of progress I can’t ever see that happening….. I will carry on though doing a bit here and there when I can it should take form at some point in the far distant future…..

BTW checked your YT link, your game looks awesome, I will definitely try ur demo tonight, (cant at moment am at work)
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Post » Tue Sep 19, 2017 9:24 pm

been messing with an invisible dual analogue touch system for a few months
have had loads of issues but now ( i think, fingers crossed ) its working quite robustly with fast accurate control possible of the ship. it is really nice with the surface pro 4.

makes the game very different to playing with the joypad

still wrestling with backgrounds, im trying to get a system that allows me to specify say 9 or more tiles of any size and then lay them down semi randomly and moving at a speed based on a distance from camera variable. hitting lots of snags, its a bit more complex a problem than I expected.

game is running in C3 BTW in this vid, yeaay
and you can see the snappiness of the dual analogue touch

https://drive.google.com/file/d/0B6AQ9znz3zwxOGlxejVKNXdXNkU/view?usp=sharing
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Post » Sun Sep 24, 2017 10:53 pm

Thing about never having made games before is you spend alot of time just doing things wrong so you can figure out how to do them right.
I took a picture off deviant art and cut it up to try to re-create it with construct but in moving parallax
The buildings are generated randomly
Think of it as an eye and engine test that failed on both accounts.
A good lesson in how NOT to make parallax background for a shmup.

https://drive.google.com/open?id=0B6AQ9znz3zwxNnFwRllkaGJPQTA
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Post » Tue Sep 26, 2017 4:59 pm

The more i look at this, the more i get a Darius feel to it. So when do we get to demo 8-) ?
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Post » Tue Sep 26, 2017 8:49 pm

Cryptwalker wrote:The more i look at this, the more i get a Darius feel to it. So when do we get to demo 8-) ?


yep very much a darius thing

demo up - Lolz Invaders
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Post » Wed Sep 27, 2017 12:32 am

Image
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Post » Wed Sep 27, 2017 8:41 am

@Cryptwalker

Sorry that was juvenile.

Actually good question which I haven’t really thought about,

have been doing healthy / outdoorsy things on the weekends over the summer so haven’t been putting much hours in
but am intending to go into hermit game dev mode soon.

Still, I can only work on it maybe 5 hours on a weekends
(so when I say month then that = about 20 hours )

So, trying to be optimistic then

There is no great gameplay plan,
it will be just shoot things to get points and pick-ups so don’t have to worry about too much there.
Draw 1 x 1st stage tiled background with 3 transitions. (starting work on that now) (1 month)
At least 5 different type small / medium enemies (1 month)
1st Boss system with 1st boss graphics (2 months)
Ship graphics and pickups – (1 month)
Hud graphics – (1 month)
Interstage graphics – (1 month)
Menu system with options and graphics. – (2 months)
Sound effects and music (no idea. Could be months)

.......

.…wish you hadn’t asked that question now….

ps.
and enemy patterns (1 month)
and bullet patterns and some sort of bullet pattern engine...... ( 2 months)

terrible question man,,,terrible

.....wish I hadn't thought about it now.....

so to answer your questions demo 14-16 months...... :P :P :lol: :lol: :shock: :shock: :shock: :shock:
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