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

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  • rogueNoodle Thanks! Just drawing up background art for stage 5!

    ***updated first post with title of game and facebook link***

    ***more images from the game and original art - click like guys ;)***

  • Awesome stuff!

  • robin Sommer Thanks! Having way too much fun building this game!

    ***Video Update in original post***


  • This is looking really awesome! The only suggestion off the top of my head would be instead of making the boss flash visible/invisible like you do when he gets hit, make the boss flash between his normal palette and a "red" palette. Right now his flashing gives me a headache (though it could be a side effect of YouTube reducing the video to 30fps rather than the game's native 60fps).

    I'm definitely keeping my eye on this one.

  • That looks awesome, that damn red devil brings Ghosts N' Goblins flashbacks...

  • Great looking video demonstration. I love the extra touches, like the corpses hanging from the ceiling, and the way you can do a Strider style wall slide.

    It's nice to hear from some of your previous comments you used to program in Shoot Em Up Construction Kit. That and AMOS on the Amiga 500 used to keep me busy as a kid (not that I ever completed anything).

    I think I also read somewhere that you've done a bit of comic book work; anything published on the small press/indie circuit? I've been knocking around on the UK indie comics scene for almost 20 years now, so it's always nice to encounter fellow comic creators.

  • Thanks! We're working hard on it... when we have time haha! I agree with your suggestion as well. I just lazied out on the with the flicker. I can redo the pallet over in Construct Classic (I use the graphic editor there because it lets me swap colors).

    The boss actually flashes at 120fps to simulate more than 3 colors (makes it look more like 5 or 6) So I can just change one frame to be all red - no big deal. Thanks for the suggestion, it will be done!

    BluePhaze Thanks! Yeah... my art will always be influenced by the games that caused my unhealthy obsession haha! Capcom's early days probably make up 80% of my love of video games. Along with Data East and Konami.

    Dave Hailwood Thanks! I was going for a Strider/Megaman/Batman/Ninja Gaiden thing. Although I've never been a fan of Megaman, I liked the way it played. The wall jump and slide added a whole new dynamic to the game that made it more fun and caused me to totally redesign the 2nd stage, not to mention add to the first and third!

    I had an Amiga 500 as well, but no monitor alas. Nor the program you're talking about. I had to enjoy it in black and white on my tv as I picked it up as it was at a yard sale long ago. Shoot em up construction kit was limited to vertical scrolling and did *all* of the hard work for you. I made some extremely disturbing games but nothing worth noting. I had a lot of practice with the sprite editor in GK's Game Maker on c64 and Koala Paint on c64. So pixel art has been in me for a long long time haha!

    The comic was partially redrawn and published online. I was a student when I did the actual comics so I had no money to publish. I completely finished 2 issues. The third appears to be inked and unlettered/colored. The forth and fifth are sketches, rough covers and pages of plot breakdowns. For the game, the story has been revamped.

    We're going to do a few more videos before the demo is released.

    One that shows all of the stages of the demo, and maybe one that has clips of the later levels. I've actually finished the maps for stage 4 and 5 for the most part, just void of enemies while we finish up the demo stages.

    Thanks for the kind words all! I'm looking forward to some serious creative critiquing/suggestions once the demo is out!!

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  • damainman Any chance you can share a sample capx with your wall slide methodology? I have wall jumping but am very interested in the slide mechanics...

  • BluePhaze - I grabbed a tutorial off of here that had wall sliding in it and then built it after reading that. It's a complete mess and still buggy against walls but once I have it tightened up I'll do a capx of wall jumping sure :)

    This is the tutorial I based it off of.

    It didn't work for me quite this way though, too many other things to take into account (like the way I handle my controls).

  • The whole thing is a classic case of "Shut up and take my money!" <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Eisenhans LOL! We'll take that as a compliment! Happy to hear you like it!

    Demo is just a little over a week away. Just bug fixes and art work left to do. Just did a new logo/title screen. Going to do the options menu to select easy, normal, hard and epic. I think I still haven't done the Bat enemy for stage 2 yet either :)

    If anyone knows someone who is extremely talented in the area of Famitracker, PM me. My musician has dropped off the face of the earth...

  • Updated main post with links to playable demo for Windows,Mac and Linux 32/64.

    Leave me some feed back plz!! Hate mail appreciated :D


  • Loving the demo, a little bit of a bug, once you get to the underground section of the first stage you can fall down between the platforms through the fire and you will basically fall forever :)

  • Oh, also, just a question on the health bar, wouldn't it make more sense to have it fill up, instead of drain upwards? As if it was liquid filling the health bar, losing health would lower it from the top as opposed to bringing it upward from the bottom... it confused me at first but I got used to it.

    Loving it so far! Keep it up!

  • BluePhaze Thanks for catching that! I'll fix it ASAP and upload a new demo shortly! And Yeah, you're right... I have no idea why I did it that way other than when the sprite shrinks it goes towards the top because of the origin point. Flipping them both will fix it!

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