Insanity's Blade Green Lit! Final Release Dec 1st on Steam

From the Asset Store
Green island themed set of tiles for your platformer game.
  • arcgen Thanks! I'm a bit hardcore when it comes to the retro stuff. I like my video games to look and play like they did when I enjoyed them still!

    BACLog Your code was a huge help to get my wall jump/wall slide started. There is a lot of extra stuff going on besides that. Frame specific timings, speed changes, locking off other controls... pain in the butt it was to code that haha! Mind you there is still a bug in the wall slide bit of the code. And I know what's doing it. I just always forget to fix it. I have a bit that says if sprite legs is overlapping floor and wall then... and it's set wrong. Thanks for your support, I'm glad that you're enjoying watching this progress (and playing that tired old beta/demo!) I should be back to work on this game in about a week or so. Just finishing up my next game demo/beta - I hope you like Snow Bros!!

    landman Thanks! I've played through my game collection a million times now I'm sure. I'm buying old school bits to this day. Waiting on a nice jap cart of Magic Sword for the snes. Which is a partial inspiration for my game play. I even did a tribute to the "Golden Bear" in the first level of that game. In my 2nd stage there is a bear based on the one found in Magic Sword. Not as big, not quite the same, but he's golden and he swats at you! There are a lot of nods to my favorite games in here. The way I shade some things is more of a nod to Sega than it is Golden Axe. But once the dwarf character is in, that'll be as close to a nod to Gillius as I can get! The comic relief/side kick character in my comic is an alcoholic dwarf named Finn.

    NotionGames Thanks! Glad you're liking it! And we're flattered that it's inspiring you for your next game!!

    Jayjay One of these days I need to throw you into my game collection down here HAHA!!!

    I still have 7 levels to design although 1 is only a partial. Loads of enemies, bosses and the cinematic bits too! The Castle is reused with a different pallet along with the boss fight area. I just have to draw a separate route up to the throne room.

    Exotic dancing undead coming soon!!

    Thanks for all the support and kind words guys!!!

    Chris

  • Just here to drop an extra comment: that overworld music is really amazing, too bad we only get to hear it for short periods in the game. Will you be uploading the soundtracks for free? Anytime soon?

    Also looking forward to the addition of the dwarf! Wonder how that will play out in the game.

  • Nixel - if that specific artist allows/hasn't signed off the rights for that song already then it will be in a sound test as well as the game. All of this music is from the Famitracker forums. They hold competitions and do the music for free. It's all hosted somewhere off site but completely free to download.

    That specific song (listed only as no27.wav in my game) changes into a style of music that doesn't suit the game - which is why I only used the opening of it. If I can find my list of songs by title and artist I'll let you know which competition it's from exactly. But for now I only have no27 to go by.

    The dwarf follows you closely at a delay. Throws axes. Can't be killed. Will probably make the game way too easy HAHA! It seems to me when I designer the character in my comic way back when, the dwarf from Golden Axe was actually a huge inspiration for his look. Not the in game character but the hand drawn image of him during the title sequence of the original game.

    I'm still hacking away at the new Go!Go!Maddi! game. We've added an ActRaiser style sim to the map screen to break up the 100 levels of candy busting platforming. All of the texty and titley stuff needs to be done for that one. Then when I'm ready for full demo release (of Go!Go!Maddi!) I'm going back to this game full speed. I think it's almost time to do the dev thread for the new game :O

    Chris

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  • And now a full play through of the latest level I've (almost) completed.

    Level 4 - Stage 2: The Sunken Village.

    At this point in the game Thurstan has been possessed by the same evil that has take his family from him. It cannot control him completely but drives him insane (hence the name of the game/comic). So while he is possessed in the game he loses the ability to throw daggers. But to make up for this his strength and punch radius is doubled. If anything he punches hits a wall etc. it will explode on contact.

    Still two bad guys I want to add to this level. Water grabbers - zombies that grab at your ankles unless you jump on them, and brain pickers that throw the remaining contents of the skull at you. Also need to add a door closing behind the player at the end of the level and the water filling the tunnel back up.

    Anyhow - here's a play test from start to finish. Sorry about the sound cutting in, it always does that to me - a real pain in the ass. If anyone knows why it does that let me know please and thanks!!!

    [Tube]http://youtu.be/8CZIbHKfB40[/Tube]

    Chris

  • Nice sound, graphics and animations. Great Job <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Nixel Google Famicompo mini Vol 9. I think song 27 is the one you're looking for if it's the Map music you're talking about :) It's all actual NES chip music, not mp3s, etc. You'll need NSFPlay or a similar tool to listen to them.

    After listening to that song a few times, I've grown rather fond of it. I think I may end up using it for the final stage where the dwarf has to escape hell with the giant sword.

    As far as the dwarf goes, he's almost entirely finished. He has AI that is not player dependent aside of his follow distance. If an enemy gets into your "personal bubble" he will run to your side and start attacking. His axe strike (not thrown) is the most powerful attack in the game. Except for when the hero goes berserk/is possessed in stage 13/14 and the second last stage.

    linkaevolution Thank you for the kind words! I'm glad you like it!

    The addition of the dwarf makes the game way too easy I find. As of stage two he's your constant companion as it happens in my comic. So I'm not sure if I should keep him there always or have a pick up that keeps him with you until end of stage...

  • BIG UPDATE :D

    The side kick character is now in the game! He has two modes, the second of which can be bought at the store. The first is hang back and throw/self defense mode. The second is full on drunk dwarf protect the hero mode.

    The ghost of Thurstans son will save the dwarf if he falls off screen or gets too far behind. The dwarf is also stronger than Thurstan except for when Thurstan is possessed (like in this stage).

    Also added stage text at beginning of stages.

    The following video is a full play through of stage 13 with everything in place! The dwarf is maxed out to full drunk!!!

    Enjoy.

    [Tube]http://youtu.be/tymkQVuH39A[/Tube]

    Chris

  • This game will be AWESOME!!!! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • KaMiZoTo Thanks!! I hope you like it. I made it as respectful to the NES hardware as possible aside of the multilayer scrolling ;)

    Here be a screen shot from stage 16 "Into Hell". In this shot, Thurstan has been brought to a platform after riding around on a fleshy human snake (not a weenie) for about a minute. You'll be dodging blood falling from the top and flying monstrosities to come to this point. Oh yeah - there's the sword!

    Here it is:

    <img src="http://designchris.com/images/intohell.png" border="0" />

    Chris

  • I really love this game, I downloaded this game, do you plan it to release in steam, desura or some store?

  • Joannesalfa Thanks!! I'm extremely happy that you like it! When it is finished, I'm aiming for Steam etc. I kinda want to get it onto consoles. But I used webGL in the game for the raster FX the console would have had. So some effects will be cut as and some gfx will have to be replaced for console.

    Right now I'm not releasing it until a proper version of the tiled sprite program is completed. As of now the graphics are garbled and that fire sprite in stage one is animated, large and repeated through out the entire level eating up massive CPU.

    I pushed the release date back to March of next year but if things are fixed with the plugins, etc I will release it earlier. I want it as polished as possible for an "NES" game!

  • I want to buy that

  • Joannesalfa Thanks!! I'm extremely happy that you like it! When it is finished, I'm aiming for Steam etc. I kinda want to get it onto consoles. But I used webGL in the game for the raster FX the console would have had. So some effects will be cut as and some gfx will have to be replaced for console.

    Right now I'm not releasing it until a proper version of the tiled sprite program is completed. As of now the graphics are garbled and that fire sprite in stage one is animated, large and repeated through out the entire level eating up massive CPU.

    I pushed the release date back to March of next year but if things are fixed with the plugins, etc I will release it earlier. I want it as polished as possible for an "NES" game!

    I have a WebGL effect about animated tile doesn't use massive CPU.

    demo:

    http://powerupware.com/HTML5/tileWebGL/

    Send me a PM

  • Joannesalfa Thanks! But I need to avoid using webGL if I'm planning on porting this to consoles. Replacing all that fire is a pain in the butt, I really want to avoid doing it more than once :D

    But if I give up waiting around for the other plugin to be updated I'll contact you!

  • Joannesalfa I PM'd you. I'm thinking I may take you up on that offer for the pc version for now. But if you know anything about Canvas plugins let me know :)

    On that note, today I've done a lot of cleaning up to the main bits. Mostly character hit detection. Also added the "death" animation, code and fx in. Going to now start on the ending cut scene for the first level. And HOPEFULLY get you all a polished 1 stage demo shortly! The first level has changed a bit from the one that's currently up. Added fx, Thurstan has black hair. Bug fixes. Etc Etc.

    Thanks so much for all the support everyone has given us so far, it means a lot!!!

    Chris

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