Ahr Ech's Forum Posts

  • [TUBE]http://www.youtube.com/watch?v=lWxpre3vtQ8&feature=youtu.be[/TUBE]

    Here's a look at some base defense stuff with deployable turrets. Apologies for the poor quality, I'm looking for a better capture solution.

  • Thanks guys. I'll try to get some video up soon. I have a few animation fixes I want to get implemented first.

  • Solid work! There aren't enough games like this, and I'm excited to see where you take it.

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  • Current information starts halfway down page 2, latest build available here: http://www.indiedb.com/games/reliquary/ ... alpha-demo

    The stuff on this page is no longer representative of the game. There's been a significant art style change and shift in gameplay. Also the new title is Reliquary due to Bungie's recent trademark for Glimmer.

    I've reached a point where this project feels like a real thing that exists, so I guess it's about time it had a thread.

    The game basically alternates between two modes of play depending on the day/night cycle. I suppose it's more of an eclipse/not eclipse cycle because it all takes place in orbit around a planet, but I'll keep the terms simple.

    Anyway, you're stranded in an asteroid field and during the day need to explore and gather resources so you can survive the night, when monsters come out. At night it shifts to sort of a tower defense thing.

    If anyone has played the Outbreak mission in Starcraft II, that's the basic idea, but with one person and whatever automated defenses you can rig up.

    Death isn't implemented yet, but I'm going for sort of a permadeath thing for individual characters. You start with a new character at base stats and a random name. Over the course of the game you'll find various upgrades for health, attack damage and inventory space. If you die you'll assume control of a another new character at base stats. If you can track down the corpse of your last character you can recover all those upgrades you found and negate your loss.

    Apart from character upgrades you'll also be able to find bits and pieces of defensive structures that can be repaired to expand your base.

    That's all I've got set in stone so far, but I'll try to update regularly with more screenshots and eventually videos. If you're interested, you can also follow Glimmer on IndieDB.

    Cheers everyone.Ahr Ech2014-02-16 02:11:04

  • Just messing around with lighting.

    <img src="http://img827.imageshack.us/img827/2700/6qb8.png" border="0" />

    <img src="http://img69.imageshack.us/img69/754/z3a2.png" border="0" />

  • Started work on a tileset for derelict ship interiors.

    <img src="http://img689.imageshack.us/img689/9935/kpij.png" border="0" />

  • UberLou

    Man, the artwork is stellar! Can't wait to see it in action.

  • Ah yeah, that's it! That thread is a gold mine.

  • Well you can do it in one event, but it means having each angle of your run cycle a separate animation. Basically you divide your hitbox's angle of rotation into 8 pieces so it spits out a number for each piece 0 through 7, and append that number to your animation name in the set animation event.

    So it would be something like "if Playerbox is moving set animation to "Run" & int(((Playerbox.Angle+360+22.5) %360)/45". And then your run animations would have to be named Run0, Run1, Run2, etc.

    I found this method in a thread a while ago but can't for the life of me find it again, so sorry for not giving credit where it's due.

  • ahr Ech , beautiful painting!

    ahr Ech, is beautiful...

    ahr Ech; This looks good, I wonder how this looks in action..

    Thanks! I'll see about getting something playable uploaded before too long.

  • sved

    I'm really liking the look you've got here. Very clean, but I'm betting it's pretty expressive in motion.

  • <img src="http://img7.imageshack.us/img7/7636/spacemantest7.png" border="0" />

    I've been painting assets all week. I think I need to make the asteroids in the background smaller though. At this scale they might as well be moons.

  • TELLES0808, your game is looking amazing, man!

    As for me, no Hobo stuff this week. I started a second project so I can switch between the two and hopefully avoid burning out on either of them. This one is sort of an isometric scavenger/survival game in space.

    <img src="http://imageshack.us/a/img824/5480/spacemantest1.png" border="0" />

    <img src="http://imageshack.us/a/img41/1301/spacemantest2.png" border="0" />

    <img src="http://img20.imageshack.us/img20/9196/spacemantest4.png" border="0" />

  • I can't tell from the replies here if the initial problem was solved or not, but one way to make absolutely sure it only damages you once per collision is to add a Trigger Once system condition.

  • You could try something like this, where all the movement triggers are sub-events of a check for the "on" variable.

    <img src="http://i.imgur.com/I1RcVR6.png" border="0" />