I always have ideas, but I don’t always find myself acting on them right away. Here’s some stuff I drew up but don’t plan on making anything with any time soon!
I always have ideas, but I don’t always find myself acting on them right away. Here’s some stuff I drew up but don’t plan on making anything with any time soon!
I know this topic is super old, but I think it deserves a bump lol. I’ve also been meaning - for the longest time - to write something about this. Didn’t want to start a new topic since this one already exists.
As the title states, would it be possible to add the ability to set and return a music track’s absolute position from the Play Music behavior?
Mostly, I believe this would be great for slo-mo segments. I know Set Time Scale has an option to affect music, but I’m not exactly a fan of the key being changed. This way, we’d be able to create a regular music track and a slowed down version that we can switch back and forth between seamlessly while adding any additional desired effects to the slo-mo track (Like muffling the sound, for example).
While I’m on the topic of the Play Music behavior, would it also be possible to add the ability to preload tracks? I find my games usually pause completely for a good second or two when a track begins to play.
Has anyone here played SNKRX? It’s a really cool twist on the classic Snake game and for $3, I would highly recommend it. It inspired me to make game like it on hyperPad and I’m currently trying to work out the mechanics.
This is probably more of a WIP post, but I really want to stress that SNKRX is well worth everyone’s time.
Here’s a video of some progress I’ve made as well as a quick mock-up image
Hello, everyone! Since maybe February, I’ve been working pretty hard on a new game. I have a thing for roguelikes/roguelites and I’ve been wanting to make one - start to finish - for quite a long time now.
I love Nuclear Throne and Void Bastards so I decided to try and make a combination of the two games. So without further ado, I present Thrusterpunch.
Thrusterpunch is a space-shmup bullet hell with roguelike elements and bosses you can “charm”. With simple two-button controls, destroy your enemies by firing projectiles from your thruster with roughly 20 different weapon types from rapid-firing bulletstorms to deployable proximity mines and even just... straight up boomerangs.
With four different worlds planned (each with their own roster of enemies), random world generation, nine different planned bosses to fight, 30+ upgrades, and 20+ level modifiers, I’m aiming to make this game as replayable as possible.
Current progress:
-Player movement refined and polished
-World generation fully functional
-Destructible environment
-Health and Oxygen pickups
-(3) Different enemies
-(2) Environmental hazard types
-(18) Different weapons
-(2) worlds playable
https://s8.gifyu.com/images/66DAFBA4-4594-467E-B261-337CE18B5AC2.gif
I haven’t worked on this project much due to some bugs and also the intimidating obligation of reworking some major mechanics to optimize the game (like world generation). But I thought I’d share a gif demonstrating a few things like:
-Running out of oxygen slowly causes damage
-Collecting 50 gems permanently increases your health
-There’s an exit portal (and it works)
-Hovering over an exit portal prompts a loading bar to appear around it, demonstrating your progress towards successfully using it (this same mechanic goes for collecting health, oxygen, and weapons to put more pressure on the player in stressful situations)
That’s so cool! I’m sure it’ll help a lot of newcomers get started on some awesome projects!
Hey, it’s the guy formerly known as SIRD4SH. I made a new game called IRIS. IT’s a game about deflecting little orb fellows by matching their color. It’s basically a reimagined version of a game I was working on (but never finished) back on Game Press called Night watch.
I wanted to make something that’s AppStore-quality, easy to pick up and play, and fun with very tight controls.
The gameplay itself is completely finished, I just need to tie up some loose ends here and there. So have fun! I might make more little games like this here and there as a sort of exercise.
Boss fights will be preceded with dialogue trees between you and the boss you’re encountering. Say all the right things and you’ll “charm” them, skipping the fight entirely and having them join you on your adventure.
Here’s some rough early concept art for a few bosses and a rough concept (top middle) of the player.
I’ve got some art, mechanics, and a theme fleshed out for it on paper. I just need to put the time in on this one lol FullSizeRender.mov
Has anyone here played SNKRX? It’s a really cool twist on the classic Snake game and for $3, I would highly recommend it. It inspired me to make game like it on hyperPad and I’m currently trying to work out the mechanics.
This is probably more of a WIP post, but I really want to stress that SNKRX is well worth everyone’s time.
Here’s a video of some progress I’ve made as well as a quick mock-up image
I’ve got some art, mechanics, and a theme fleshed out for it on paper. I just need to put the time in on this one lol FullSizeRender.mov
Very understandable. I assumed that would be the general consensus as that seems to be the more popular structure used in games.
Actually, kind of feels like I’m just asking “roguelike or rogue-lite?” lol
I’m curious as to the type of progression you guys prefer - specifically in casual mobile games that are designed to be played in quick bites.
To be more specific I’m thinking, permadeath games such as Flappy Bird, Temple Run, Downwell, Dead Cells, etc.
Do you prefer games that offer permanent upgrades as you play that make you more powerful in your next run?
Or maybe temporary upgrades that you acquire during a run that are lost upon death?
Maybe you prefer games that rely entirely on your mastery of mechanical skill and offer no game-changing upgrades at all? Perhaps nothing more than some cosmetics so you have something to show for the time you’ve put in.
This isn’t really for anything specific, I just wanted to hear what you guys think!
This looks awesome! Can’t wait to try it!!
@Jack8680 Agreed, this is probably pretty accurate across the board tbh.
Personally, I’m more inclined to at least TRY any game as long as it’s in portrait mode. If a game requires me to play in landscape mode, it needs to look very interesting or show some kind of promise as I’m giving up some convenience to play it.
That being said, having support for both modes is always a safe bet. Just my opinion, though :)
That’s so cool! I’m sure it’ll help a lot of newcomers get started on some awesome projects!