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Post » Sat Mar 07, 2015 10:32 pm

added enemies (without effects yet :) ) - with pathfinding and line of sight behaviours so they can traverse around moving obstacles and shoot you on sight ;D
still a long way to go though...
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Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Sun Mar 08, 2015 6:39 am

Performance and bug fixes as well as a new character :)

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Post » Sun Mar 08, 2015 10:30 am

Added some FX and an evasive slide move to my mech prototype.
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Post » Sun Mar 08, 2015 10:51 am

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Post » Wed Mar 11, 2015 2:44 pm

Hi, it's been quite a while I post anything, so here's my egg frying game progress.
Everything is still pretty basic. ;)

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Post » Fri Mar 13, 2015 4:52 pm

here a 3rth work in progress update of the weapons.
the holy verision weapons with more detail.

1. first 2H sword holy version.
2. first 2H sword shadow version.
3. first 1H sword holy version.
4. first 1H sword shadow version.
5. first daggers holy version
6. first daggers shadow version

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http://i.imgur.com/zs0Jvpo.png

more info in:
https://www.scirra.com/forum/metroidvania-platform-rpg-fantasy-game-wip_t94215?start=80
https://www.facebook.com/judgementproject?ref=bookmarks
Carlo Andrei Mercado
Animator, illustrator, concept artist, special effects for games.
Level Plus Game Studio S.A.S
http://www.levelplusgames.com/
carlo.m@levelplusgames.com
http://f-fman.wix.com/portfolio-ffman22
http://ffman22.deviantart.com/

tutorials:

dynamic-mini-map originally published by ffman22
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Post » Fri Mar 13, 2015 7:01 pm

gillenew wrote:Image Image


Hey there @gillenew

That looks preety nifty. Also a lot similar to the gameplay I made for Freeefall Bird. Love the look of the menus and the way the fox looks.
Freefall Bird
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Post » Fri Mar 13, 2015 8:10 pm

A couple of additions to my project...

Quick update -

1. New Level objectives
2. New music system (but of course... this is just an animated gif)
3. Boss battles
4. Some minor HUD updates (weapon changing system, ammo that refills over time)
5. Powersuit Changing system (new powersuit shown here)
A few other things not shown here...

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Post » Sun Mar 15, 2015 5:59 am

I've just started a simple, yet probably overambitious game which is a roguelike platformer/rpg with permadeath.

Since I can't draw or anything like that at all I've created very simple sprites within Construct 2 itself. Not pretty, but it works. And looks kind of funny :lol:
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Post » Sun Mar 15, 2015 5:46 pm

Dwm 2015-03-15 18-07-08-53.png

Starting point in the demo, you appear here when you start a new game.


Dwm 2015-03-15 18-07-14-35.png

The save station in action. When you step on it the game saves your progress to the save file you're currently using.
There's no worrying if you're going to accidentally overwrite another save file.

Dwm 2015-03-15 18-10-37-00.png

Shows the speedbooster upgrade (placeholder sprite I made) and what the HUD looks like with 2 energy tanks and missiles.


More information about NITL can be found in this thread, along with playable demos.
(I'm using place-holders since I've been focusing on mechanics, so it's not exactly eye candy.)
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The moderators are corrupt and ban for no reason, especially that condescending neckbeard asshole Kyatric. The forums are filled with fanboys.
Banned User
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