NightDrift Doom

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  • 12 posts
From the Asset Store
Darkest Doom - retro FPS style hifi soundtrack, melodic electronic metal
  • Project developed in Jam of the site https://tgmbrasil.com.br

    It was very interesting, I liked the final result and I will continue updating the project.

    I made a partnership with dev gillenew

    New Special

  • Nice job. I love this HUD

  • Perfect. Only problem I can see is the title screen and buttons look bland.

    Otherwise, excited to play the game.

  • Project developed in Jam of the site tgmbrasil.com.br

    It was very interesting, I liked the final result and I will continue updating the project.

    I made a partnership with dev Guilherme Vargas

    how did you get the bluestuff pinned to the hero when he moves it glides with him

  • Wow! Impressive purple colors. That's awesome, really! ????

    Just one thing, if I may... Title screen, I mean its logo, could be better.

    I'm not that fan of the orange. It looks so "simple" in comparison of the rest of graphics.

  • Nice job. I love this HUD <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks

    Perfect. Only problem I can see is the title screen and buttons look bland.

    Otherwise, excited to play the game.

    Soon we will publish an alpha without itch.io.

    > Project developed in Jam of the site https://tgmbrasil.com.br

    >

    > It was very interesting, I liked the final result and I will continue updating the project.

    > I made a partnership with dev Guilherme Vargas

    >

    > how did you get the bluestuff pinned to the hero when he moves it glides with him

    >

    To create this effect, we created an animation of the propeller, which when finished destroyed.

    > Wow! Impressive purple colors. That's awesome, really! 👌🏼

    >

    > Just one thing, if I may... Title screen, I mean its logo, could be better.

    > I'm not that fan of the orange. It looks so "simple" in comparison of the rest of graphics.

    >

    As the game was done inside a Jam, we ended up not prioritizing the menu screen, lack of time even.

    It will be changed in the course of the project.

  • Ofcourse, you were right. I totally understand. Inside a game jam, menu screen doesn't really matter anyway.

    I think Homescreen should be done after quite everything. Once you got your game running, gameplay ready, and your overall game design, then it is such easier to make an attractive Homescreen.

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  • Ofcourse, you were right. I totally understand. Inside a game jam, menu screen doesn't really matter anyway.

    I think Homescreen should be done after quite everything. Once you got your game running, gameplay ready, and your overall game design, then it is such easier to make an attractive Homescreen.

    I believe in this too, and you can be sure that I will improve the menu screen to match with ingame HUD

  • > Nice job. I love this HUD <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    >

    Thanks

    > Perfect. Only problem I can see is the title screen and buttons look bland.

    > Otherwise, excited to play the game.

    >

    Soon we will publish an alpha without itch.io.

    >

    > > Project developed in Jam of the site tgmbrasil.com.br

    > >

    > > It was very interesting, I liked the final result and I will continue updating the project.

    > > I made a partnership with dev Guilherme Vargas

    > >

    > > how did you get the bluestuff pinned to the hero when he moves it glides with him

    > >

    >

    > To create this effect, we created an animation of the propeller, which when finished destroyed.

    >

    >

    > > Wow! Impressive purple colors. That's awesome, really! 👌🏼

    > >

    > > Just one thing, if I may... Title screen, I mean its logo, could be better.

    > > I'm not that fan of the orange. It looks so "simple" in comparison of the rest of graphics.

    > >

    >

    As the game was done inside a Jam, we ended up not prioritizing the menu screen, lack of time even.

    It will be changed in the course of the project.

    i still dont understand i mean like the trail the hero leaves how does it always glide to the hero but is still attatched

  • i still dont understand i mean like the trail the hero leaves how does it always glide to the hero but is still attatched

    This effect is quite simple, I used a sprite with an animation:

    This is the Behavior settings and also an additive blend mode with HardLight effect:

    And here are the events, I just create the propeller sprites on the character's feet, and so I direct the bullet behavior to the angle of 180 and send the sprite to the back:

    Let me know if you understand

  • Genius! I was looking for a similar effect for my game, Bikosaur, to produce a speed effect while the player is moving faster for a few seconds.

    I see you also use Photoshop, and its Animation Timeline. I love it too. Being able to preview your animation in realtime is so useful.

    Thanks for sharing this tip. ??

  • brilliant i would never of thought to do this thank you

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