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Member Since 21 Dec 2013
Offline Last Active Jun 13 2016 08:08 PM

Posts I've Made

In Topic: Rayburst, High Speed, Over the Top Action, Side Scroller

08 April 2016 - 10:23 PM

New build:



The screen setup is different, plus I added a red blips to tell where enemies are offscreen. It was the last planned element to add to the mechanics, so it's a bit early-ish in its looks. The damage calculations are fixed within quick play mode, but outside of it it's still buggy. For example, Gargoyles are suppose to be frail, but take a s much hits as a dragon under the old system.


These are the controls:(in asdw, hjkl, and uiop groups)
ASDW = Movement
H = Special Attack
J= Normal Attack
K= Signature Movement (Propulsion, hovering, and flying.)
L= Power Up (All the others) / Reload (Phreit Nor's gun)
U = Angle Control / Tech Powerup {Grafto}
I = SKILL switch {Gotta be over lv.1, Max level is 6 for 7 skills per character at lv6. You buy books from the turtle under Adventure>Shop)
O = Energy recooperation {The yellow bar, also works on the red bar, which is the equivalent of acid build up in your muscles)
P = Zoom in / out
Spacebar = Inventory where you use gems.

In Topic: Rayburst, High Speed, Over the Top Action, Side Scroller

06 April 2016 - 12:48 PM

Hey, this is the expanded demo of my game, it's not the most up to date version, but it does show a good state of the game, if a bit unfinished and rough with the UI and menus.
22 of the 37 in-game missions are available from the get go to{normally you progress through them in numerical order.} All 13 enemies can be encountered, as well as 2 of the 3 current bosses.
I just finished making a really efficient, more responsive system that I will incorporate into the game in a week or two, so I'm releasing this older version so that at least you can see what it's like before the update that will heavily alter the game mechanics{it will be more response, smoother, and faster, as well as allow 2-4 PLAYER co-op.}
The new game system takes into account a lot of feedback I already received regarding this version of the game, but this is the first time I post this much of the game in public. Let me know what you think.

In Topic: A funny way to handle Unique weapons

04 January 2016 - 10:02 PM

Polama: My original idea was not about having the player log in to keep the weapon, but that if life overtakes him, and he returns a months later, he would have the note in his inventory, and the quest to retrieve his weapon from it's present wielder.


I just remembered something, that the idea was partly influenced from reading the Thor and Beta Ray Bill saga from Marvel Comic, if you read it, then you'll understand what part I got the dueling for ownership of the unique weapon from.


Anyway, the weapon stays with active, competitive players who are competitive in the online arena. If the game is the players hobby, they keep the weapon.


IF a player has e-sports status, then the weapon belongs to them permanently, and in this case, a true duplicate of the weapon may be created in the game world for somebody else to pick.


In Topic: trying to think up a new way to level up

01 January 2016 - 07:08 PM

Two ways I plan to use: Getting stat additions by a random percentage, for example, fighting weak enemies means you have a 10% chance of getting stronger upon defeating an enemy, while fighting enemies stronger than you raises that chance, say something like 30 to 50%, based on how great your stat total is compared to the enemy.


Another is a system that determines if your play was skilled and intuitive. If you just spam the same attack over, and over, the amount of stat growth you receive is small, say +1-2, while winning a fight skillfully, via use of techniques, wether you outwitted your opponent, or made a turnabout of the fight and so on, will net you +12 to 24, based on an algorithm. There would be a bonus as well in this example if your opponent is stronger than you.


Thus, if the system detects that your opponent stood there without fighting back and you are lower level, it would net you +1, since it detected your amateurish skills and that you defeated somebody stronger than you with no effort as they never fought back.


This would prevent people from fishing and so on to unfairly gain stats.

In Topic: Design experiment; Snes Alladin VS Genisis Aladdin, which is the better game?

29 December 2015 - 06:07 PM

I never played the games even though they were released when I was a kid, but I did remember borrowing somebody's Gamepro magazine in elementary school,. and there was an article with the subject being a comparison of the two. I think the conclusion was that the SNES version had superior gameplay or something. But this is from super fuzzy memory, so I might be remembering wrongly.