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Lf2 Defender
#41
Another sneak peak
[Image: 2psfteb.png]
I believe Jack is known for his dynamic movement style.
As long as I don't want to add melee attack to the game I decided to make him a typical fast unit. He charges up his running duration and can randomly start running swiftly to the end of track. The longer he charges the longer he will run.
I've also added monk-pupile and programmed some item-buffs.
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#42
I never actually saw this. I got a bit of free time from my exams and played it, ;) just awesome. I always liked flash games. Keep up Gad ^_^
But I did not saw the controls of the game anywhere(I cannot follow the whole thread).

:thumbsup:
...............
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#43
I can see a really really excellent job you did here. The graphics fits the game pretty much well. Are you planning to convert it to Ios and Apk then upload it to the appstore too?
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#44
BUMP: Justin added.
He explodes with violet energy when you kill him. This might harm turrets or the player.

(03-29-2014, 11:05 AM)davis60 Wrote:  I never actually saw this. I got a bit of free time from my exams and played it, ;) just awesome. I always liked flash games. Keep up Gad ^_^
But I did not saw the controls of the game anywhere(I cannot follow the whole thread).

:thumbsup:
Well current uploaded version is jamming, but anyway :D.

About the controls: I'm planning to do the tutorial at the start, so you will be actually guided by the game.
I also added mouse-shooting to the newest version, so yeah.


(03-29-2014, 01:09 PM)Hero destroyer Wrote:  I can see a really really excellent job you did here. The graphics fits the game pretty much well. Are you planning to convert it to Ios and Apk then upload it to the appstore too?

First of all I can't use this for public usage, since I don't have a license to do that. I'm afraid I'm gonna get nailed for piracy, even if it's not commercial usage.
I thought about converting this to android system, but this might be really troublesome. Flash uses a lot of graphic memory management. If you ever try to open swf application on android it's jammy as hell.

Also I'd need to think about changing the controls etc...
Still, this is worth considering, but not in a while. There is soooo much to be done.
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#45
(03-29-2014, 02:15 PM)Gad Wrote:  BUMP: Justin added.
He explodes with violet energy when you kill him. This might harm turrets or the player.

(03-29-2014, 11:05 AM)davis60 Wrote:  I never actually saw this. I got a bit of free time from my exams and played it, ;) just awesome. I always liked flash games. Keep up Gad ^_^
But I did not saw the controls of the game anywhere(I cannot follow the whole thread).

:thumbsup:
Well current uploaded version is jamming, but anyway :D.

About the controls: I'm planning to do the tutorial at the start, so you will be actually guided by the game.
Will it be possible to make a bit of control buttons popup in the top corner left or right?
...............
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#46
Ok. I've made some updates, you can try no-itemed game right here.
http://www.fastswf.com/Opzqh28
Post your best score so far.
Well and if you die (your hp < 0) its actually supposed to treat you like a loser, so don't bother posting your score then xD.
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#47
Life doesn't update until hurt animation is over or blinking is over.
http://prntscr.com/35jm0l - Score. I placed the Hunter at top right initially - bad decision. Later saved up for Sorcerer to try him out(the slow is working well) instead of getting a 2nd hunter. Marks are a pain to deal with without Hunters as you'd keep dealing only 1 damage.

Noticed sometimes on a killing blow the damage done text shows up as "0 damage".
Sorcerers are cool. Both iceballs & fireballs work though currently there is no status effect from them. I noticed if HP goes below 0 they will not hurt you at all and simply pass through you. His shield does reduce incoming damage. No problem with Jack's running.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
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Working on the LF2 Rebalance mod.
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#48
(03-30-2014, 06:48 PM)STM1993 Wrote:  Life doesn't update until hurt animation is over or blinking is over.
True, I'll fix that.
(03-30-2014, 06:48 PM)STM1993 Wrote:  http://prntscr.com/35jm0l - Score.
That's quite a score.

(03-30-2014, 06:48 PM)STM1993 Wrote:  Marks are a pain to deal with without Hunters as you'd keep dealing only 1 damage.
...
Noticed sometimes on a killing blow the damage done text shows up as "0 damage".
Yeah, that's because I used integer values for showing up the done dmg. That rounds the values to the closest integer. So for example when you deal 0.3 dmg to someone you read it as 0 dmg. I'll make the rounding up to the higher value.

(03-30-2014, 06:48 PM)STM1993 Wrote:  I noticed if HP goes below 0 they will not hurt you at all and simply pass through you.
That's because the system reads you as dead if you have less than 0 hp and balls don't hit the dead.
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#49
My score is -22 :C

I think for the general game design you would be better off putting some obstacles between the paths (giant rocks or something).
Just so it makes some sense that enemies are following the paths instead of running over the grass like you (is the player perhaps the real villain? killing people who are taking a peaceful hike in the park ...).
They wouldn't have to cover the entire space between the paths, so the player can still take slight short cuts over the grass.
You could also use these elevated places to place the ranged support - so only the player hero shuffles along the same paths as the opponent, while helping Hunters/Sorcerers(/Jans?) can shoot from above. I would also change them from having a direction into having a range. Just let them shoot at an upwards angle to have the projectiles fly at the enemy in an arc. Because right now a Hunter with a fixed direction is utterly useless.

edit: I see the Sorcerers already work a little like that.
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#50
YinYin Wrote:is the player perhaps the real villain? killing people who are taking a peaceful hike in the park ...

@YinYin: oh my gosh that would be cool.
@Gad: what about instead of Deep, It's Julian + minions that you will have to use to guard the hideout
and you are trying to defeat all the character's from getting to Jan or townspeople or whatever victims that are tied up with rope being set free by the hero's.

I also suggest limiting the player to have just normal punch attacks until he gets enough money to upgrade himself or his minions with visual images that will give them new powers and enhance those abilities too. er... idk maybe your current powerups do just fine already.

keep up the good work!
A sequence of variables thatre engraved since the beginning of the cosmos is responsible for animating things in reality
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