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Showing posts with the label work

Preliminary Scourge of Tethys Android release

Over the past few weeks I've been working on features and graphics to allow Scourge of Tethys to be played on Android phones and tablets. I was also working on a post about virtual controls which I hope to finish soon. I will be launching the game on the Google Play Store, but I still have to work out the details of that. Please only buy it if you have version 4.0+ of Android as it won't work on any previous versions. You can get the APK from itch.io for only $1. Buying it from itch.io also means you get the desktop version as well. If you have any problems with the game please contact me on Twitter

Missiles Launchers and Inventory Management

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It's been a few weeks since the last update on Super Mansion Quest, I've made progress and am way past the Stencyl version in terms of content and features at this point. Current tasks I'm currently trying to get a inventory system working. Half of it is done so far, the x and z buttons can now call functions for different weapons, before that I had weapons linked to a single button. After that I'll either get the saving/loading menu working or start work on the first boss. Additions I made a temporary title screen and a main menu that's half finished. Rockets and homing missiles are implemented, they work pretty well and the missile launcher is a lot of fun to use, it needs to be more balanced but it's going to be a late game weapon anyway. The skeleton head has newer art now because I felt like redrawing it There's also explosions and death effects now which make it more satisfying to kill the skeleton heads and fire rockets. Other notes ...

Super Mansion Quest

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The game now has a working title of Super Mansion Quest and is being rebuilt in Construct 2 after I hit some walls in Stencyl a few weeks ago. Here's a screenshot of Super Mansion Quest in Construct 2. Construct 2 is really cool because making it do some things is simpler than it was to do in Stencyl and that has made getting the game back to where it was fast in some respects. I had written a part about the lack of a tile based map editor but the latest beta has fixed that (along with an inbuilt TMX importer), so now I don't need to worry about that part at all. The only real downside so far is how tied into the HTML5 system it is, I think that causes the desktop export of the game to be 54MB as opposed to the web version which is 354KB. I've managed to get most of the old systems implemented so far and along the way I put in some new ones like enemy and player knockback, an ammo counter, reloading and a spin attack. There's a few things I need to rebuild b...

Mansion Game Progress

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So it's been a few weeks and I've managed to make some progress, not as much as I had hoped but at least I didn't stop completely. 2 extra coloured floor tilesets to make different rooms look a bit more distinct open doors so I don't need so many switches a directional dagger attack keys for opening various doors added a health system for enemies and the character animations and poses for the character to make the movement look and feel more natural lots of small tweaks and additions that I've probably forgotten about I still haven't come up with a proper name for the game or the character so the working title is Mansion. The major bug that's holding up a lot of progress is the player being duplicated when I switch rooms, If I can't fix this in a reasonable amount of time I'm definitely moving away from Stencyl because it's a rather problematic bug. The only other bugs I know of right now are some collision issues for movement, t...

I'm working on a game!

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Over the last few weeks I've been working on a top down action adventure game, inspired by games like The Legend of Zelda. If you follow me on twitter and missed the original few tweets and the few screenshots I've posted you've probably been wondering what the hell I've been talking about. The main character is a maid because I like the look of the outfits, so I decided to build the story and character around that. She's mainly inspired by characters from various anime series and Sakuya Izayoi from the Touhou series. She'll be able to use a variety of melee and gun based weapons along with a few cleaning tools for puzzles and boss fights. The story isn't really a priority at the moment and is subject to change but it currently involves the main character fighting demons and the undead to rescue her master who is at the top of the mansion in some room. I'm currently working towards making a small representation of the game which I'll hop...