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Froton X

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About Froton X

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  1. Desktop demo(with keyboard/gamepad support): https://www.kongregate.com/games/Froton/nighty-knight Mobile Phone demo: https://nightyknight.froton.xyz/demo/index.html Here's the 3D, 2D, and concept art regarding the game. https://imgur.com/a/GdJ4yz7 website: https://nightyknight.froton.xyz/
  2. Froton X

    Nighty Knight 3D [HTML5/Android/iOS] [FREE]

    @Greedy Goblin My bad, I should have waited until I fully initialized the html5 desktop version as well, i really wanted to take advantage of the leaderboards feature on kongregate. I've edited the OP to include a link to it, as well as at the bottom of this post. @Anri Yes, the game has full keyboard/gamepad support, but I was uploading that as a seperate version from the html5 touchscreen version, it's up on kongregate now, with leaderboard and everything, so we can comepare scores. Mines is OVER 9,000!!!#*&#@$ Desktop version: https://www.kongregate.com/games/Froton/nighty-knight
  3. Froton X

    Nighty Knight

    Nighty Knight is an beat'em up action game where you choose from two characters with vastly different fighting styles in order to fight waves of Roaches from the organization V.E.R.M.I.N. The game is simple to learn, but hard to master as it is fast paced and skill based with the depth of control provided through button combinations. Expand on the characters fighting power by exploring their more advanced moves.
  4. Froton X

    Nighty Knight 3D [HTML5/Android/iOS] [FREE]

    @Greedy Goblin Thanks GG, what did you think of the gameplay and mechanics? Which playstyle did you prefer, melee or long ranged? Is there any character from the concept arts that you would like to see? And i did all this on $0 budget, if I had a budget to work with, I could do a lot more, this is as much as I can do using free programs and my own free time.
  5. HTML5 demo: https://nightyknight.froton.xyz/demo/index.html Desktop demo(with full keyboard/gamepad support): https://www.kongregate.com/games/Froton/nighty-knight Website: https://nightyknight.froton.xyz/ GAMEPLAY INSTRUCTIONS: Basics: Virtual Stick: MOVEMENT. Hold down then move in any direction, will walk the character for as long as you hold it. Red Button: ATTACK Green Button: JUMP Combination Moves: DASH: Hold Movement then press JUMP. CHARGE MODE: Hold ATTACK for more than half a second. SPECIAL ATTACK: Press either JUMP or ATTACK during charge mode(at least 1 second charge). Advanced Moves: DASH ATTACK: Press ATTACK during DASH. WAKE UP SPECIAL: Press ATTACK or JUMP(Princess only) repeatedly while knocked down. WAKE UP DASH(Knight Only): Hold MOVEMENT in any direction while knocked down. Yeah, I made this game myself, jack of all trades and what not(only got help in music, I never get to make my own music in any game I've made) My experiment with using 3D graphics after learning programs like Blender. Turned out better than I could have ever imagined, I definitely prefer working in 3D over 2D. I did the illustrations as well, was trying to go for a game intuitive, toonish character design. I've attached some concept art, which includes characters that where to appear in the game, as well as already made 3D models that didn't make it in due to time and money constraints. Gameplay of Knight(GUI is different due to it being an older version): https://imgur.com/W8Mflxz Princess gameplay: https://imgur.com/buUtIrh If I had more time, I could have put this move in the game. There you have it, a melee character(Knight) and the Princess shoots lasers for long ranged enthusiasts. There where 5 characters in total planned for initial release, the dragon, gunslinger, and fairy had 3D models that where still being worked on. Fairy(The concept art is her transformed state): Gunslinger(Red caped form is a transformation). Fighting Dragon Concept Art and 3D model wip. I wish I had the time and money to get them up to speed, as well as some extra effects. Anyways, enjoy the game, let me know what you think(and what your high score is). Some concept art of other characters that could have been in the game. More in spoilers: [spoilers] Some Heavy Hitter characters: Various In-game bosses: BizNiz men known as the League of Greed are the main antagonists of the next game: Yes, theirs even a Ninja and Mage character, but i need to work on their design some more: [/spoilers] I reallly, really would like to continue development on this game, should I just kickstarter? I spent the last 5 months working a dangerous job that may or may not pay a lot depending on the season, by sheer bad luck, it was the former.
  6. @LorenzoGatti Oh yeah, you definitely are right about that. Back then, I decided I wanted "the fastest" character, what ended up happening was my character could only move at top speed for 2-3 seconds before blowing up from the sheer heat cost of having the highest output boosters. Sure, anything could be dodged, but only in 1 second spurts. Normal boosting is usually continuous, lasting for 15 to 20 seconds on an efficiently built character before you stop to regain back lost energy. The "heat" mechanic was a "soft cap" to prevent people going all out in speed without paying the price in some way. I took the niche anyway and was able to build a viable play style that allowed me to beat any but the most competitive of players. I miss games like that, which let you build your own stats within their system, and the "cost" of all your actions would be determined based on numerical values that gave pros and cons to your character. They probably did tweak an initial formula and play tested the game enough that they determined the high speed from a 29,000 output booster was worth the high drain{and heat}. Maybe the original formula gave it a lower cost, but after much testing, they tweaked some variable to increase the cost non-linearly the higher it went. {11,000 output gave about 210 to 270 kph speed while 22,000 output on the same character gave 530 kph, roughtly around those areas.}   @Kylotan Oh in the case of RTS, i can't imagine there would be any sort of linear formula that could balance unit stats. For example, I like how they determined 100 mineral cost gave either 4 zerglings at 35 hp, 5 damage melee, 2 marines at 40 hp, 6 damage with range, and 1 Zealot, with 60 shields, 100 hp, and 16 damage melee{delivered in bursts of 8 damage, which means 1 armor would be -2 to the 16.} To have figured that out I imagine they pitted these units against each other in various situations. At choke points, open areas, hit and run, and all other sorts of strategies that a single unit can accomplish.   Yes, I can't imagine a formula to create such results. I was thinking more along the lines of a game like Armored Core, where certain areas can be tweaked seperately from others{and each area is simple to understand, but when all are combined, creates for a complex game}, for example, I can imagine projectiles getting their own tuning/editing, to increase their velocity yet decrease damage at same cost, or increase all stats, but the cost of it going up immensely, with the design idea for such a move being "Betting it all in one shot", which is probably the motto for why a formula increases cost of higher stat things more than when they are lower dis-proportionally.   Well, in RTS, I guess if you could edit their stats, it would either effect the cost or stats, but since a single unit doesn't have a linear function like a projectile or boosting in a physics based game, you have to consider all the possible outcomes for that single unit in various situations, which is what makes it hard to balance. The very nature of current RTS is the reason why stats have to be play tested in order for them to be balanced.   Usually the source of inbalance is "infinity" in some aspect of the game. Remove it and you should be able to create a game that can eventually have even a formula for determining the constant cost of motion. {But I think there is some confusion, I just want to emphasize, I'm talking about action games with stats, constant motion, and constant draining of a meter as important aspects within the game, which allows the possibility of the exploration of "energy loss".
  7. Kylotan: I see, yeah, especially if some stat combination has a return that doesn't reflect it's stats on papers? I think stuff like "absorb enemy hp on hit" really unbalances things. If a flat value could be determined from such an effect, then that flat value becomes the abilitis "cost" and then can be added to any attacks to add to their cost.   @LorenzoGatti Hmm, I see what your saying, but I mean something like this: Say you have to add "attacks" to a database in your game. The engine for determine the cost is done. So you have these field values where you input the numbers, and out comes out the ENERGY or MP cost of that move. Say something simple like "(Attack * Accuracy) * 0.1" With Attack value going from 1 to 150 and Accuracy going from 0 to 1. So an attack of 50 with 0.7 accuracy would yield a cost of 3.5 points. An attack with max value of 150 and 1 would yield a cost of 15, while another attack of same power but 0.2 accuracy would cost 7. {Accuracy is multiplied off the users own accuracy stat, and goes into an algorithm that puts it against the opponents own dodge and agility combination, rather than being 0 to 100% flat rate} Anyway, yeah, in simple terms, it would be a simple game.   But now add other things, such as HP or energy absorbtion. If absorbs say 50% of hp on hit, then the cost should be x1.5 within the algorithm for damage above.   If it has a stat attacking effect, the cost would be linearly proportional, and so on I guess in a game like this, it would be hard to implement wordy effects like "Puts so and so to sleep for number of turns?" yeah? But couldn't the number of turns and such be implemented into the calculation? The algorithm to determine an attack cost would be something like {((attack * accuracy)+(effect * special))*0.1)} I mean theres gotta be a way to make the calculations for even more complex stuf if somebody tried hard enough, and just, really really wanted it. This is of course with linear algorithms. I've seen some games use an algorithm, where more potent stuff had costs with efficiency values that dropped the stronger the attack. In physics, it's kind of this way with diminishing returns I believe!   I think it IS possible, BUT the system woudl be so user unfriendly, only the most hardcore and intellectual players would even take interest in tinkering with such a complex system. While making it ot user friendly would result in the scenario you envision of simple tactics and shallow gameplay.   @polychrome Interesting! I never heard of such a system that exponentially increased something compared to the cost. It's usually the other way around!! lol For example, in Armored core, a booster with 11,000 output had a cost per second of 3,000, yet the strongest booster, with about 29,000 boost power, had a cost of 22,000 per second! Basically, you picked between moving a high average speed a lot, or the ability to dodge anything, but with high costs and the risk of engine bust if done too much.
  8. @Khawk Thank you for the reply, sorry for the delay, I'll be sending the e-mail.
  9. Froton X

    How Do You Go About Your Game Design?

    What setting do you try and put yourself in? (listen to Music? Watch Movies? TV? etc?) I design in any setting that it occurs in, for example, if I'm stuck waiting somewhere, I start to refine Game Design ideas I already had to type or write later.   What do you physically do while you're designing? (Are you in front of the computer typing? Draw something? Write?) I could be in front of the computer typing it out in a document or drawing out the ideas.    How do you go about thinking when designing a game? (Game mechanics can be different than your storyline) I go about thinking "How will I make this system work?" or to be more specific, I would think about how a game would translate specific mechanics, such how moves have different properties depending on the user or how to approach a concept and turn it into a functioning game mechanic that meshes well with other mechanics.   When you have a solid game mechanic or design aspect in mind, whats your steps to improving upon them? Testing it out on paper or even in a prototype if there is time for it.  If the latter, repeatedly testing it to make sure it functions and behaves the way you envisioned it{or as close as possible to it}. Seeing a mechanic go from an envisioned thought to actual gameplay is very awesome.    For example, because I was a novice to game engine/programming, I couldn't get a mechanic I envisioned to act the way it did, I gave up on it, came back to it a year later, and managed to get it to look exactly as I saw it in mind. You can see it being used in the first two seconds of this trailer from a game I worked on in my free time for 2 years. Even added a "rocket breaking the sound barrier" sound effect if you manage to hit a specific speed threshhold.   How often do you go back to the drawing board after laying our a certain tree of mechanics and design aspects? There is a certain game I've been adding to and re-designing for the past 12 years, haven't made a prototype of it yet. I would rather tackle it with an actual team someday due to some aspects of it being too complex for a single person to tackle{my skills are divided between art and game engine skills, I would prefer an actual programmer or game engine master for this kind of game}. After laying a tree of mechanics, I find myself elaborating more on them until they make "sense" and synch really well within the game's design.
  10. Has anybody made a system in their game where they don't need to input the cost of a spell/skill/technique, only it's active parameters, and based on the parameters, a calculation is made that determines the move cost?   It always seems to me that the cost of moves in some games are decided arbitrarily and inconsistently. : I Possibly due to time constraints and different teams working on different move sets maybe.
  11. Hi GD,   How do I uncheck GD-net+ renewal? I got the three months plan, to try it out, but I didn't see any non-renewal options or even cancellation anywhere in my profile, so I assume it just expires and you just rebuy a new package.   Now I've been charged and I still can't find any place, even the GDnet+ page about how to cancel?   The website is great and all, but at the moment I am low on money and can't afford any other expenses.   My apologies.   Best regards,   Franco
  12. Froton X

    Rayburst

    RayBurst is an action-packed, high-speed side-scroller game. Pick from 4 unique playable characters, each with their own strenghts, in order to combat hordes of dragons on various missions.   Links: Amazon Underground: http://www.amazon.com/dp/B01G5U97Z2/ref=cm_sw_r_tw_dp_akmtxb0CJ9ME5 Html5 demo:  http://www.rayburst.net/game/index.html Google Play: https://play.google.com/store/apps/details?id=com.fulgryph.rayburstGP   Main site: http://www.rayburst.net/
  13. New build: http://www.rayburst.net/125testing/RB07/index.html   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.
  14. Rayburst demo: http://www.rayburst.net/125testing/RB02/index.html   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.
  15.     Rayburst is a high-speed, action oriented side scroller where the levels are usually battlefields you maneuver around, fighting against incredibly challenging enemies. Pick from 4 unique characters, each with their own vastly differentiated style of play as you take on hordes of ravenous Pseudo-Dragons.   Trailer:   Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=658022904     The game is planned for a PC release.   By the way, my name is Franco Jordan, I've worked on this game for the past 2 years in my spare time, creating the art, game design, and structure. Music was handled by the very capable Dillon Vetere. The game engine used was Game Salad, which has many unfathomable secrets that allow for games of greater complexity to be made than can be initially seen from a glance of the software.
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