Bleak Fortress !

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  • Looks really nice! Woah, can't wait to try it. Demo soon? Hehe

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  • Yes. Demo should be there pretty soon along with the Website. I am still polishing it. Keep in mind this will be a prototype through. Some major feature such tablet relay pirating and ennemies.. won't be implemented yet. The idea is simply to show the feel of the game. I plan to add more effects too.

  • For sure, for sure. That's what demos are all about. Can't wait to see this in action, though.

  • Maps are created in Tiled and then the game read them.

    So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?

    I am interested to know why you made a system for working with Tiled Rushino? Do you feel like the C2 native support for tilemaps is not strong enough or something? I was reading about C2's tilemap support and it seems like C2 can do everything that Tiled is able to do? Do you find it easier to make the game maps in Tiled or something?

    scirra.com/blog/131/construct-2-now-supports-tilemaps

  • >

    > Maps are created in Tiled and then the game read them.

    >

    > So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?

    >

    I am interested to know why you made a system for working with Tiled Rushino? Do you feel like the C2 native support for tilemaps is not strong enough or something? I was reading about C2's tilemap support and it seems like C2 can do everything that Tiled is able to do? Do you find it easier to make the game maps in Tiled or something?

    scirra.com/blog/131/construct-2-now-supports-tilemaps

    Well, there many reasons. Sure levels could be done directly in C2 with tilemap, but there are caveats unfortunally. The idea here was to make the game somewhat open to levels making and DLC.

    1- Yes, it is easier to work with Tiled to make the maps and i have the ability to save the file in the end.

    2- The screenshot doesn't show it.. but there can be easily 100 levels connected. So that mean one frame per level.. plus you have to add an instance of each objects you gonna use. Not talking also about the inventory which have to fellow each level.. This is not one frame with the 100 levels togheter. Each levels are seperated and loaded dynamically. For me this is a lots easier to work with. I did that also for increasing performance in case i export it to another platform. I wanted a metroid kind of game where levels feel connected to each other.

    3- Tiled have some useful features for tilemap such filling tiles.

    4- I can work with a level designer which is currently what i am about to do.

    5- Its possible to bring DLC levels in without having to remake a whole build.

    6- Players will be able to make their own levels at some point.

    7- Easier for me to make the minimap. All i have to do is when i load all the levels internally i simply create the necessary data for the minimap aswell.

    8- Etc...

    I could also have done a custom one.. but why not reusing what already there ? Tiled is open source and work very well for my needs.

  • look pretty awesome1

  • Ok thanks for that information Rushino. Unfortunately much of your explanation goes over my head because I am not a programmer, I'm an artist ...

    I have worked with Tiled in the past when making graphics for other people's games, so I know its a nice program to use.

    I am planning to make a tile-based platformer game, so thats why I am so interested in your approach here. However, I think for my project I will first try to use C2's inbuilt tilemap support. Hopefully its good enough for making a simple game like what I plan to do.

    Looking forward to Bleak Fortress Demo!

  • Hi,

    Thanks guys!

    No i didn't make the graphics. I am more a programmer than an artist so the graphics have been outsourced. The guys that made the graphics did an amazing job and if the campaign is a success i will definitivly ask him to add more to the game! The game is 100% made with Construct 2 using the Node-Webkit export which enable to publish a Linux and MacOSX port of the game. Only the native screen resolution changer have been coded in C# since Construct 2 is an HTML 5 based game.. there are Windows stuffs unavailable such changing native screen resolution that must be done using some other ways. I wanted badly to export this to OUYA or some more mobile platform but i am not sure yet if this will work due to the fact that my game is rather "OPEN" in the way that you can make your own scenarios in XML (Which one of the Android export doesn't support, i didn't tried Crosswalk but so far i have no evidence it support native file system access which is something needed at some point) but i will check out the options for sure.

    Thanks for your comments! They are really motivating!

    I'm interested to know what you mean by changing the resolution with C#, could you please enlighten me?

    have you modified the node-webkit exporter?

    great looking project so far

  • Nah. I am just saying that Construct 2 is an HTML 5 engine by nature. Which mean it doesn't have access to the native resolution from the OS. Even the Node-webkit can't do that (even if its a native wrapper around that) so in order to make my app change the native resolution, i had to make a custom C# application that actually list the resolution modes and enable to change the resolution before starting the game. This only work on Win32 build for now since i don't know Linux or MacOSX.

    Thanks guys for the interest in the project! I will post new updates soon!

  • Inventory screenshot for you guys until more to come!

  • Inventory screenshot for you guys until more to come!

    The handgun looks cool. Any more screen shots showing other weapons

  • Artpunk

    There is a futuristic rifle but it is not actually implemented in the prototype so i can't show you it yet. I plan to add more weapons to be available if the kickstarter campaign is a success.

  • I am proud to announce the official launch of my website ! http://www.pyroswarm.com <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> more screenshots available in the BLEAK FORTRESS section.

    Thanks! More to come stay tuned!

  • Hi everyone!

    Just want to point out that the prototype of the game is ready. But i am not release it to public right now. So for thoses interesting in testing the game please look here :

    Send a PM and i will shoot you the link,

    Thanks for your interest!

  • Just a word to say that the project isn't dead! After taking a little pause during summer, i am working hard to bring something to the table. Actually i am polishing it so it will look better once the prototype get released. I plan to add some more features just before releasing the prototype! Stay tuned and thanks for your interest!

    [attachment=0:32xtigr6][/attachment:32xtigr6]

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