Mythalore

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Everything posted by Mythalore

  1. [RELEASE] Explode Mode

    Could be, my laptop doesn't get the best framerate, it's an i5 with an AMD Radeon R5 M230. It's still enjoyable just adds another layer of difficulty.
  2. [RELEASE] Explode Mode

    I just held both triggers on my wired XBox 360 controller, maybe my controller's too sensitive or something. It still drives just reversed and it flips back up if you go too fast.
  3. [RELEASE] Explode Mode

    Great job, love the art and the game feels really nice. The controls do take awhile to get used to, but once you get the hang of it's fine.
  4. [Dev Log] Build The Nublar

    At the end of the day it's the game that matters, I'm definitely going to keep working on mine.
  5. Thanks, I'm going to keep working on the game, there's still quite a bit of polish I want to do but I'll keep the Jam version up as well. Cheers, I must of been too tired to think of that at the time.
  6. Update 8 - Finished! The game is now uploaded, and playable if still quite rough around the edges. Play it here: https://mythalore.itch.io/rogue-robot-rogues Also if someone could change the tread title to [Release] that'd be awesome, thanks.
  7. Thanks, I'm really glad you like it. This is the first game I've been able to make in ages due to being far too busy with uni work (I'm studying games tech, ironically) but it's turning out to be one of the best. Update 7 - Explode, Reload I've added an enemy death explosion and a reload meter for the EMP. The game is now feature complete, just UI and audio stuff left.
  8. Update 6 - Objective Complete The enemies now steal their assigned objective and try to escape with it, this renders them unaffected by the EMP (which is apparently colour sensitive ). This also causes all other enemies with the stolen objective to get new ones. Objectives basically act as a health system and if lost will result in a game over, they can only be reclaimed by shooting an escaping enemy.
  9. Update 5 - Objective and Colour Scheme Change I've made a good start on the objective system, although enemies just get destroyed when they reach their objective, now to have them steal it. I've also altered the colour scheme somewhat to make the active elements stand out more.
  10. Update 4 - EMP functional Got the EMP in and working so it now reveals enemies for you to shoot. Need to get the main objective in next which is the data cell you need to defend.
  11. Update 3 - Pathfinding and Reload: I've added barriers in for the enemies to help funnel them towards the player. I've also added a reload animation for the bullets and a light to the enemies. Next I'm going to get the EMP functional.
  12. [RELEASE] Dot Gobbler

    Well, I think I've found my new desktop wallpaper.
  13. Cheers! Shouldn't be too bad, I've still got more time than an average Ludum Dare. Update 2 - Enemies: I had to update Unity to 5.3 in order to use a plugin for pathfinding so I've spent most of this evening doing that but I've managed to get enemies in now. They're still visible and the EMP doesn't do anything yet but they're there, if a little suicidal.
  14. Your old rich uncle has recently passed, you want your inheritance but your uncle has one last task for you. You must help him get to heaven in the coolest way possible, via air cannon. Here's an initial concept drawing, the gameplay essentially boils down to a 2D golf puzzle game with air cannons and a corpse; a rich, cool corpse. I've got plans for different levels and mechanics but this is the basic gameplay loop visually presented with the help of paint. I've been working on the game since Sunday but I've had a few failed jam games of late so I wanted to make sure I actually had something before posting. I'm going to try and keep regular updates of the game from now on, starting with the progress up to now. Update 1 (8/5): Got basic gameplay in with a raycast system for targeting and force propulsion, also added simple physics objects. Update 2 (9/5): Started adding sprites to liven up the game a bit. I spent awhile getting the artstyle down for the game I decided on 8x8 pixel resolution since pixel art is nice and quick to produce and still looks pretty readable at that resolution. Update 3 (10/5): I've added a place holder sprite for the air gun that incrementally follows the cursor. Took ages to get the gun to follow the mouse, the 2D stuff has been there for years at this point, I'd of thought by now Unity would have a 2D LookAt method. I've also been mucking around with the force values, trying to vary the trajectory for a more interesting result.
  15. Thanks, I tend to design/think visually which really helps with concept art, plus the basic game is pretty simple. Update 4 (11/5): I've not had much time for dev today but I have worked out an initial todo list for development. Finalise force values Heir placement Multiple heirs Shot counter Victory condition, score summary Range display and air particles Levels
  16. Hi all, I'm Sam, a long time podcast reader and game development student. I got the idea for this game as I'm also a photic sneezer. I was in fact looking out of my window tending the seed of a sneeze just at the point when Chris started to talk about it in the Idle Thumbs episode I had on in the background. This has stuck with me as a fairly weird coincidence ever since and felt like as good of a reason as any to make a game based on an episode title, alongside the pun in the name of course. I've been pretty swamped with uni work and exams for the majority of the jam but I had some time last weekend to start on my entry during Ludum Dare 32 and should have some time this weekend to finish it, or at least get it into a playable state. Nose Runner is a neo-noir stealth game set in a futuristic world. A world where a strain of the common cold has developed that can make people sneeze with the force of a large explosion. This power can be very dangerous if put into the wrong hands, so an elite force of 'Cold Hunters' was formed to subdue rogue groups who intended to use their sneezes for personal gain. You have worked as a Cold Hunter for many years now. However, you have recently heard word of a bad seed within your department, the seed of a sneeze that must be stopped at all cost. I have been focusing all of my time on the main sneeze mechanic and the AI for the game so I've still got to sort out the level structure and boss as of yet. Implemented Features: Player - Movement, Health, Sneezing Enemies - AI, Health, Damage, Types Levels - Hiding, Lights, Levels UI - Menu, Audio - SFX, Music Art - Player, Enemy and Boss Sprites To Do: Player - Photic Empowered Super Sneeze Enemies - Bosses Levels - Lights, Levels UI - Menu, Audio - SFX, Music Art - Background, Objects, UI Here are some Gifs of development from last weekend: The main sneezing mechanic. The AI in action.
  17. [Dev Log] Nose Runner: The Seed of a Sneeze

    Thanks I've added a change log/to-do list to the first post to help track development. I should have a lot of time to work on the game from tomorrow.