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Messages - KonzZwodrei

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1
Windows / Mac / Flash / HTML5 / INDIE GAME DEV STUDIO The Game
« on: January 02, 2020, 05:27:40 pm »
I finally released something.
It's not a worldchanging game but it works.

Play a devs life balancing daily needs, learning curve in game development topics and devloping a game.

https://www.kongregate.com/games/KonzXXIII/indie-game-dev-studio-the-game

2
News / Re: Stencyl jam #18 Winners
« on: May 14, 2019, 08:31:51 am »
1. First prize is totally satisfying to play. I've wasted  a good amount of time playing this one. Perfect polishing, from start to restart it's fun to play and nice to look at. Game mechanics work as they seem to have to. Loved to get random upgrades wich pushed me to try again to balance the gathered upgrades and test different variations of those.

2. Second one is boring, great game mechanics but plain boring. Technically it's a good one and thinking about the programming it's a well mastered and polished gameplay. I just didn't like to play it, low fun factor although big ups to the coding.

3. Third prize is lovely, just as everything Akemi designs but I had some problems at the beginning, didn't understand how to use the unprecise attacks. Has a good story ( but I didn't finish it tho) but lacks a bit polishing since the design seems to be raw.

We had a few other good entries and for me it was a first test.
I had no fun at all designing my game (sounds odd, yeah).
Was in a total hurry and nearly overslept for work.
This stresstest showed me that plans are sometimes bigger than the result.
This jam was a great possibility to learn.

We'll see us in the next jam I hope.

3
News / Re: Stencyl Jam #18: April 12-22
« on: April 17, 2019, 10:35:22 am »
Ima make a simple game with jumping and stuff

4
News / Re: Stencyl Jam #18: April 12-22
« on: April 11, 2019, 02:30:54 pm »
Count me in

5
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: February 03, 2019, 07:40:08 am »
What platform will it be on?
P.s looks Great!!

I don't know know yet. Looks like the development will take a while thus I havn't decided yet where to release. I think this won't have amobile version, only desktop.

6
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 29, 2019, 06:33:28 pm »
Holy guacamole,

two days have passed and I've finished the idle, walking, jumping and falling animations for the updated character sprite.

The new character looks like a badass hero with a grimey look, less childish than the one before and also uses more frames per animation wich makes the game look even more polished.

I still have to add a bunch of animations like ducking, dashing, attacking with different types of weapons, running, stopping and wallclimbing. Besides that there is no armour concept yet, so I don't know wich type of armour set he'll get.

<a href="https://www.youtube.com/v/gga8JCd1IOc" target="_blank" class="new_win">https://www.youtube.com/v/gga8JCd1IOc</a>

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Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 28, 2019, 06:03:59 pm »
Many things have changed and were added. The visual one is the GUI (Game User Interface).
There you go with a sneak peak of attacks wich will be and some allready are possible.

Things that were done:
  • GUI
  • Heal & bar
  • Aether (mana) and bar
  • Cooldowns for dashing and attacking
  • dependancies of aerther, Health, Cooldown and other stuff
  • Enemies moving & changing directions
  • Enemies shooting projectile attacks depending on position of player
  • Healthdamaging tiles
  • Added weather and athmosphere sounds

8
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 25, 2019, 07:46:59 am »
In people eyes: Oh, a rectangle.
In my eyes: Best way to build my vision ist having backup by critics of experienced game delopers.

In developers eyes: A lot of text telling us that he used much effort to get an effective stucture for the build of maps. Also storybased equipment, we'll see how he'll materialise this idea. A concept for player rewarding ? Well someone tries to understand his future gamers psychology, could be a well structured game.

In your eyes: I have nothing gamerelated I can show to backup my opinion, will hate it anyways.

There you go, you got my attention, all eyes on you vicevicebingo.
What kind of progress do you want to see to be satisfied?

9
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 25, 2019, 05:02:19 am »
What about a projectile weapon?
I tried making a projectile-typed wave but it kinda wasn't what I was looking for.

Physical weapons won't be used in this game, so no sword and stuff. The "mellee" attack is rather a by magic formed sword wich appears only temporarly and the "magic powers" have to be restored to use it again. I actually think I might have an idea for a "projectile type weapon" matching the idea that weapons are formed my magic. Gotta think that out for a while.

On a sidenote: Since the game is basicly about life and death and those lost souls stuck between dimensions the "weapons" are soulcrafted magic and rather killing enemies you release posessed beeing from these souls. No blood, no harm and thus safe for children. No need to indicate "free at age ???".  ²

Let me know if youd like me to make some mechanics for this game... or a partner on it :D

As far as I can finish what's needed on my own I'm good. I know of some possible future problems wich I might not solve on my own regarding enemy AI, but I might be wrong with that as I was with most of the problems I've solved, I hope I'll prove me wrong again.

---------------------------------------
Yesterday I took the communities advice to overhaul the colour palette for the forest hut typed theme. Divided the palette in background & design object and jumpables. The poles holding the highground jumpables use the same palette as the jumpables . Not sure if that's good to keep.  Using a third palette would be confusing, the jupmables and poles belong together, so logically I used the same palette. Any advice for seperating or keeping it the way I used the colors?

² Although the story is psychologically deep and a bit dark, without creep-stuff.  Don't know yet if I can display it in the game as good as I my vision is. Still studying game and games psychology on that topic how to make a game narrative, already figured out how to keep freedom for different storybased paths.

10
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 24, 2019, 09:15:49 am »
Since this is the delopers board I feel free to post my ideas on the games development.

Some basic infos about maps, mapdesign, skills and combination of obtained skills and the desigm for each map I'm trying to sort out:
  • the game will (propably) have 7 themed maps (Forest, Desert and such stuff)
  • with each 7 instances
  • 49 maps seperated in short sequences
  • ~ 200-300 maps
The problem I already see is that so many maps are getting boring. Mapdesign is a major topic here but i focus first on rewarding the player with different skills wich the player will receive at the end of each theme. That mean it should include 6 skills, but I only have 5:
  • doublejump
  • mellee attack
  • dash
  • walljump
  • shield
Sounds good so far? Yeah, somehow I'm not satisfied. I still need an idea for a sixth skill. What else may players do in plattformers? I'm kinda lost here. Thought of adding running and pushing blocks but it seems not to be superior skills, just something wich can be added inbetween but not as a reward for finishing a theme.

Maps will make the player use his obtained skills like this:
  • first 2 maps: Use mainly the last obtained skill
  • next 2 maps: use all obtained skills, no combination needed
  • next 2 maps: harder mode, combine all obtained skills
  • last map: themeboss

I havn't decided yet in wich order the skills will be obtained, this is cucial for the mapdesigns and bosses cause the players skills decide wich hurdles will be build in. Just my basic plan on mapdesign based on players skills.

11
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 24, 2019, 06:12:31 am »
Can we play a bit to check it out?

The actual result inclusivly the playable content won't statisfy me. I'd rather wait until the game offers some minutes of gameplay with at least actual maps. So far I'm wokring on graphics, the game mechanics for the player are roughly finished but still optimisable and the maps are only placeholders to check the tilesets.  I'm only building the foundation atm.

12
Windows / Mac / Flash / HTML5 / Re: Ultimate Mega Mechs (trilogy)
« on: January 23, 2019, 07:58:19 pm »
This game is perfect! Everything works smooth.
I was overwhelmed with all the trophies.
The automode works perfekt.
It was really made with stencyl?
Great example for what possible!

13
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 23, 2019, 06:43:37 pm »
There we go again, another fastforward of my todays and yesterdays work. This time I've created the titlescreen for the game.  Round about four hours of work wich were worth it. Slowly the game becomes something to look at although I still have 13/14 of the tile graphics , 95% of the cutscene graphics and 80% of the coding work to do.

It's like wokring on something, haveing a result but not seeing the finished product yes cause it seems so far away, nearly unreachable.

At 04:55 you can view the full titlescreen with buttons and effects.

<a href="https://www.youtube.com/v/gAsAL5mihYw" target="_blank" class="new_win">https://www.youtube.com/v/gAsAL5mihYw</a>

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Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 22, 2019, 04:25:25 pm »
Thanks to some help via the stencyl discord channel, a good hint to change the color palette and a few tries to get the ambiente right I finished version 2 for the dark forest map. I personally am satisfied, hope you like it.

<a href="https://www.youtube.com/v/42mom0B7r1Q" target="_blank" class="new_win">https://www.youtube.com/v/42mom0B7r1Q</a>

15
Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 21, 2019, 07:26:34 am »
If I were you, I will just call this game as Flappy Bird Pipes.
How about no? it has nothing in common with flappy birds.
It's a common plattformer with RPG elements:  jump, run, dash, attack, kill, avoid enemies, bullets, traps

@Luyren will read more about it, thanks for the hint.

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