Twin Swords: Blade of the Phoenix - by P-O-M
POM
Member Posts: 2,599
Hey all,
Here is my latest game-
Twin Swords: Blade of the Phoenix
I want to personally thank anyone who helped bring this project to life.
Thank you! =D>
Im glad to announce the game now has an official "coming soon" trailer,
So turn off the lights and turn up the volume !
Please give your comments, and also I'll appreciate any comments on the Touch Arcade thread http://tinyurl.com/b3ae3yy
Looking forward to a march release
Roy.
Here is my latest game-
Twin Swords: Blade of the Phoenix
I want to personally thank anyone who helped bring this project to life.
Thank you! =D>
Im glad to announce the game now has an official "coming soon" trailer,
So turn off the lights and turn up the volume !
Please give your comments, and also I'll appreciate any comments on the Touch Arcade thread http://tinyurl.com/b3ae3yy
Looking forward to a march release
Roy.
Comments
PL
They're being chased by doppelgängers at the end there!
RUN LITTLE PEOPLE! RUN!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
btw, can you see Kinwaing in your building lobby or something? You have the same IP address after all!!
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
More to come soon..
I'm correctly working on the AI of the enemies, yeah right by working I'm mean bumping
My head on the keyboard, this AI system is probably the hardest thing I ever did with gamesalad, the logic is sooooo.... Unlogical?! ( is that even a word?)
But I think that I'm on the right path , recently started to base the movement of all the objects to rely on angles rather than on Y X values of each other, I'm much happier with the result but still lot of work to be done, I want it to be as smooth and "inteligence" as possible.
Back to bumping my head now.
Roy.
An update ..
So for the past 2 out of 3 week i had a significant progress with the project , (i say 2 out of 3 cause 1 week was dedicated to Spin The Nut: Christmas Is Coming )
Story:
I now have an advanced story line , as well as more characters , i don't want to reveal much of the story but i will drop some "spoilers" here and there ..
Market:
I'v'e built an "in game market" , where the player can purchase new weapons , spells and items to equip the heroes . i think it came out pretty cool , it was a very hard task and it took about 4 days to make it work the right way, what i wanted to make is a logical purchase process.... you choose the hero you want to "accesorize" , then you can buy something from the market , then you can equip it easily to your hero , i currently have 5 different spells (with 3 levels for each) , 5 different weapons (with 3 levels for each) and 10 items , multiply this by 2 (cause we have 2 heroes) and we end up with 80 different objects you can purchase from the market and need to keep track on...
And thats where the "very hard task and it took 4 days to make" comes in
Heroes :
I now make sets of animations for each hero that changes according to what the player equip's the heroes .
Thanks to the new "pre load" behavior , only the used animations will take RAM ....
Every spell or weapon can be mastered up to level 3 (while starting with level 1).
Also iv'e built the heroes (and enemies) depending on skills attributes such as "hit speed" and "hit strength" etc , this way you can equip the hero with different items to make him faster and stronger.
Gameplay :
i've managed to make a quite nice AI system for the enemies and the "heroes" , still ,
i think I'm gonna make some improvements to it later on .
I can now reveal the scariest bastard of all time! i give you....... drum please ......... The Dark Wizard :
I making a little video to show you some stuff , most of what i made so far don't have graphics yet and i focus mainly on the code.
So all i see is colorful squares all over the place
However i have some nice "Hero casting spells" graphics ready , ill upload soon .
P.S
Still looking for names for the heroes .
Roy.
Anyhow... here is a little vid to show some of the spells, some of the artwork needs to be redone but its gonna be like this :
Roy.
Both ways it's awesome!.. Very original in the GS world.
Care to chat man? I'm making a game with similar mechanics in the new year. (Nothing like this game though)
Yes the basis of the project is indeed the zelda template, i think its great and i recommend everyone to get it , even if you are not making an rpg you can learn much from it .
Brian, ill pm you soon .
Also ,
just made another sneak peak video for you guys , (by the way all those video are GameSalad forum exclusively!)
I know the english is terrible , ill deal with that toward the end of the project
Let me know what you think .
Roy.
Looking great! When I get my RPG thread up, I'll share that with you. I was terrible at Zelda, so my RPG is like Dragon Warrior, no talent required! You may want to keep your eyes peeled for this thread http://forums.gamesalad.com/discussion/35971/publishing-game-too-big#Item_14
Looks like GS is clamping down on game size, which doesn't bode well for us...
Darren.
5 NEW TEMPLATES + PNG PRO + XMAS DEALS
Again sorry for the english , the final english correction will be made towards the end ..
I really enjoying this project
Roy.
Haha you gonna have to wait a lot
There is a lot of work to be done!
Today's work:
Particles:
I was messing around with particles today, trying to achieve some magical effects, it is possible to get a quite nice magical effects , you just need to be creative with the type of image you using combined with the colore fading and the blending modes!
If anyone has ever managed to get some amazing magical effects with particles I'll really appreciate if you can share here...
Puzzles:
In the game I have about 20 puzzles the player must solve in order to continue the story.. I did sketches of most of them so I have a general idea about how it will look, all that's left is to build it in the game ... Piece a cake..... Yeah right
1 done... 19 to go ..
Characters:
I now have 3 new enemies ready: A dark soldier, an ugly orge, and a troll .
I'll upload some pics soon !
Roy.
Can't wait to try it out!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
"Particles:
I was messing around with particles today, trying to achieve some magical effects, it is possible to get a quite nice magical effects , you just need to be creative with the type of image you using combined with the colore fading and the blending modes!
If anyone has ever managed to get some amazing magical effects with particles I'll really appreciate if you can share here..."
I have a great magic particle effect template if you want it just shoot me an email (Free of charge by the way)
---------------
Posted by LeonardDeveloper, contact me on thermoapps@gmail.com
Be sure to visit my website: http://www.thermo-apps.com
Weekly freebies on my website!, Head on over there to catch this weeks one!!
----------------------------------------------------
Yours Sincerely,
Jack Leonard
---------------
Posted by LeonardDeveloper, contact me on thermoapps@gmail.com
Be sure to visit my website: http://www.thermo-apps.com
Weekly freebies on my website!, Head on over there to catch this weeks one!!
----------------------------------------------------
Yours Sincerely,
Jack Leonard
One small point: watch out for spelling and grammar mistakes, there are a few in there, but I guess this is still work in progress.
Looking forward to seeing the final app !!!
: )
Thanks! , i sure hope that after working with GS for a long time you will gain much experience and make great games
Im definitely aware of the grammar and spelling mistakes, due to the fact that i don't speak english natively , I'm gonna have to get some help with the english , i just leave it for the final stages of the development , and make simple drafts as i go for now ..
I can now unveil some of the enemies that you will see in the game.. just 3 for now, be patient
i must say that the combats in the game are pretty impressive looking at those little guys running and fighting made me really excited and gave a boost of motivation to continue .
Check 'em out :
Roy.
Only one thing.
The little dwarf dude on the right. He just doesn't look like the other two. The other two look like they have a gradient and the dwarf doesn't.
Just a thought.
But It still looks great! Keep at it!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I will take this into consideration , thanks mate .
Having a bad day here
After finishing the first 2 stages of the game i returned to work a bit more about the spells in the game ..
What i did was putting all the spells on the top where the scene ends , i have 2 sets of spells , 1 for each Hero , and those actors are called to screen when the player activates a certain spell , i wanted to avoid spawning and destroying so many actors every time the user activate a spell
so i made a recycle system..
looks like this :
All of those spells actors are NONE movables (they use interpolate to move) and their "preload art" is off and they are triggered by a boolean..
Each spell has its own boolean..
Sounds great right ?! ..... NO! ,apparently , those 62 none movables un-triggered actors is causing a 17fps drop! just by being there and do nothing ! even their art hasn't loaded yet ! 17fps is almost a third of the total 60 we can get ..
for obvious reasons i can't afford this so I'm gonna have to think of an alternative way of doing this .. very frustrating seeing those results after spending 2 days of work for building a "perfect" recycle system that now goes to trash..
GS must improve their engine somehow , it consume way too much resources than it should ..
Roy.
I remember them saying that their was a 2 part update in making the creator have better performance, the 1st was the art pre-loader, the 2nd I'm desperately hoping helps out the FPS and comes out soon-ish.
Yes that's the 2 options that's left, I started to do option number 2, but then I stopped cause its more logical to try option 1 first because all the actors are already there, all I need is to add the spawn commands, so I'll give it a try and test to see the result, if I see a reasonable fps drop then I'll leave it with spawn, if it causes too much lag then I'll start messing around with the second option.. I'll post the results once finished.. Thanks mate !
@beefy
Yeah I was thinking about this second part too or a while, I hope we will see something good although my expectations are not so high..
Part 1 -the preload art- it's nice, but it's hardly improving performance, it just affects the RAM, not the fps..
Considering that all my games are already below 40mb (on older devices) ,this feature was not helping me, but in this project it does..
Since I have lots of sets of animations , and it loads only the ones needed, but again, RAM, not fps..
To be honest sometimes it feels like GS is just waiting for the devices to be powerful enough to handle the engine instead of improving it..
I still have hopes though ..
Roy.