Tag Archives: game

Construct 2 : Simple Space Shooter template.

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Hi there. As part of the Construct 2 community you have access to create your own assets and sell them in their store. This is my simple space shooter template. Which is one of my first template-type games which you can play right away, use and modify to make your own using Construct 2. I put it up fairly cheap because I want people to be able to make their own games as easily as possible. I will be making other templates soon based on my learning experiences placing the crucial elements at the hands of the developer so they don’t have to dance around to make their game and they can concentrate on the design, graphics and polishing their actual gameplay.

Get it here simple space ship template.

The idea behind the template is to provide you with a simple working game with the simplest of controls and give you room to design and expand.

This template includes the following:

  • Generic assets.
  • Working ship with thrusters and shooting
  • Working hitpoint behaviour.(damage tracking)
  • Ship wraps around screen.
  • Enemy ship spawner with script.
  • Enemy ship with separate trusters.
  • Background generated elements.
  • Wrapping background.
  • Commented scripts.

I hope you all enjoy this template and create awesome space shooters(or whatever creative ideas occur to you) with it.

Note: the default controls is arrows and spacebar but you can create other control schemes.


Freefall Bird – My first published game

FreeFall Bird Icon

FreeFall Bird is the first mobile game I’ve fully published with music by Jesús M. Cruz  and published by Solutions By Design. As of today it just hit the Google Play Store.

You can also find the game fanpage in facebook we’ll be adding updates images and more information there as well.

I hope it goes well and I’ll be working on keeping it up to date as best I can and fixing any issues that arise along the way.


A game for the Chocolate lovers out there, sort of…

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Happy Chocolete Hearts Eating Day

Yeah this post is late but the game was made for Valentine’s day. I was just re-posting it and adding it to the Scirra arcade to have something I’ve done be posted there. It’s a tad simplistic compared to other games I’m working on at the moment but at least it’s rather entertaining.

Have fun! It’s free.

If I get some of the stuff I’m working on to actually work it may get some rankings and facebook post options besides the ones provided with scirra.

I removed it from the Sirra Arcade because some scrupulousness site was taking it and using it in their roster. With no attribution or mention.


Goatsukah Game update 2 with features.

Finally took a little night time to deal with some issues I had with the game and how it’s going to be.
At the moment this is a platform/action game that takes some inspiration from games like Castlevania(Konami) and Megaman(Capcom) among many others that I’ve been playing over the years.

I’ll be posting some features that i’m implementing to make things easier and or more challenging for the hero depending on what they do during the game.

Gather Nourishment aura:

The invisible aura that gathers nurishment for the hero.

The invisible aura that gathers nourishment for the hero.

The Gather Nourishment Aura(GNA) is an invisible force around our hero that works like a magnet for blood specks around him.

as he goes close the blood follows him

as he goes close the blood follows him

The thing about the GNA is that is not precise the blood specks will move to the location where you were originally when the aura got close enough to “incite” them which will be an interesting mechanic to later play with as you could potentially gather a whole bunch into a place and then just take them. That not only looks kinda cool when moving they also may help in certain boss battles.

The idea is that eventually as the game progresses you get larger radius for the GNA and maybe be able to use it in your favor with other items, this is still a bit experimental.

As an aesthetic feature I also added a particle generator based “puffer” to the feet of our hero so when he lands it creates a neat effect. I was also able to use the same (or rather similar) concept for the “boss fight” wall closing down on you. I guess I could use that for falling blocks, and stuff like that too I’m still in the highly experimental stage of development so Ideas are just starting to tie in together.

The main idea is to get as many working features as I can together in one stage so I can implement them in different ways in the next stages to come. I have my stages already planned in terms of where the story will take you, what animation clips I want in between stages, what the bosses will be and how you will be progressing through the game. The little details and some mechanics are still being worked on with great success so far.

I also made what the basic interface will look like.

basic HUD/interface so far

basic HUD/interface so far

I hope to have much more updated and finished later so that it’s actually playable other than just walking/jumping and navigating around. Maybe some enemies to fight and some traps on the way who knows.


GoatSukah Game update

Screenshot of the progress of the GoatSukah Game.

Screenshot of the progress of the GoatSukah Game.

I’ve managed to put a few more minutes into it and now the game has actual graphics.

You can check the progress at the “Playground and Samples” area of this blog here and then.

Today’s update is located here.

What’s new since last version.

  • Decided to scrap the HUGE single map for smaller more manageable map. This lets me add a bit more quality per stage and makes it easier on portable devices.
  • Did a full overhaul of the stage graphics.
  • I’m integrating parallax into the background. I’ll be fine tuning that soon.
  • Still undecided if the hero should be that small or make it a bit bigger.
  • Finally added the ship to the background with some cool lighting effect.
  • Decided to make use of the actual stage look/feel so I hid most of the floor and wall tiles.
  • Added a “Castlevania like” camera. Still needs a little fine tuning.
  • Now the screen zooms to the size needed for the device.

There’s a ton of work to be done and I’m doing it just for fun.
The game is being made using Construct 2 
I hope you all like it. Soon I’ll get down and start doing the “scene” animations in-between parts of the stages but I’d like to get at least a few stages actually finished before that.