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NazTaiL
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« on: September 28, 2016, 09:19:14 AM »

This is the current project i'm working on: Space Ashes.
Download DEMO: http://www.naztail.com/games/spaceashes/demo/Space_Ashes_DEMO.zip

You can play up to 6 levels. Using keyboard or gamepad.



You play a space ship, pulled by gravity, sent to clean space stations that are swarmed by an unknown form of vegetation. It's a not so easy game where a slow gameplay and patience are your best friends. 20 challenging levels, bosses and secrets to find. Release around FALL 2018.

I'm using GameMakerStudio 2

Feel free to play, comment and share! Smiley

Game's webpage: http://www.naztail.com/game_spaceashes.html
Develog: http://www.naztail.com/games/spaceashes/gravitx_devblog.txt





« Last Edit: June 13, 2018, 10:44:45 AM by NazTaiL » Logged
NazTaiL
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« Reply #1 on: October 27, 2016, 04:21:34 AM »

Update!
See OP to download.

27 October 2016 Space Ashes - Alpha 0.2
=================
Changes:
-Tutorial looks better and it's more dynamic
-New name! - Space Ashes

Fixed:
-Cleaner code. Smiley

Added:
-Animated door entry and exit
-New GUI look.
-Fullscreen and music options
-Save system implemented
-Level restart when dying
-Fire and ashes particles
-2 levels (for a total of 5)
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NazTaiL
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« Reply #2 on: May 29, 2017, 03:57:15 AM »

Whoooooa! After a long time here is the Alpha 0.3.
Screenshot and download link updated!

29 May 2017 Space Ashes - Alpha 0.3
=================
Changes:
-Ported Space Ashes to GMS2 (It is awesome!!!)
-Modified a couple of tiles
-Remove upgrades: speed, rotation and thrust. Only Hull can be improved.
-Grabber sounds
-Bombs area of effect is better and a little bit bigger.
-Testing new sprite for player

Fixed:
-Vine spread when falling creates floating vines
-Fire collision bbox changed to precise
-Reading surface's pixel from buffer...OMG!
-Display moving button when pausing the game and set to fullscreen.
-Lights and Ventilation prevent spreading and growing when turned back to ON.

Added:
-Camera shake
-Sprites animations
-Door/Switch/Fan sprites
-Vine falling
-Spores emit light
-Layer with shadows to add depth
-Game's title on main menu desintegrate pixel by pixel
-Level 6(with a bigger enemy...)
-A custom Easing engine.
-SFX
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NazTaiL
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« Reply #3 on: November 05, 2017, 01:58:38 PM »

Still progressing. No new demo but here is a short video where I test a pathfinding script. Playing in a level I call: Playground. It's full of new stuff for the game.



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dspencer
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« Reply #4 on: November 05, 2017, 07:14:05 PM »

Yo this looks really cool!
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NazTaiL
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« Reply #5 on: November 06, 2017, 04:20:00 PM »

Thx!
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-Ross
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« Reply #6 on: November 07, 2017, 11:54:36 AM »

This is pretty cool! Quite nice graphics, solid gameplay. I like the "story" idea too. Reminds me of Wall-E, hehe.

A couple things I would tweak:

* Make wall tiles a little bit lighter so you can tell them apart from the background layers in the dark.
* Give control to player sooner on level start - how about as soon as the door is open, don't wait for it to close.
* Fix lights flickering on and off when you touch the switch - maybe just add a small delay before it can be turned back on?
* Mention your weapon in the tutorial! I just had to hunt around on the keyboard.
* Not a big deal, but . . . More normal keys for weapons. 1 and 2 are weird. I would use Z and X and/or space and alt.
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NazTaiL
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« Reply #7 on: November 07, 2017, 06:18:17 PM »

Thx for the comments.  Hand Thumbs Up Left
There is a small delay for the switch? Maybe not long enough. I'll take a look.
Always place to upgrade tutorial. Basics controls should be clear at the very begining.

Tiles 'color' are now fixed. I tweak the color and added yellow stripes on 'platform'. This what it looks like now:

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-Ross
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« Reply #8 on: November 07, 2017, 06:49:24 PM »

Cool! Yeah that works for the platforms too.

Not sure what exactly it is with the switches then, but most times I went to turn the lights off they flickered off-on-off.
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NazTaiL
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« Reply #9 on: November 18, 2017, 05:54:32 AM »

Update!

18 November 2017 Space Ashes - Alpha 0.4
=================
Changes:
-Tiles color
-Controls help menu
-Musik controller(2 songs)
-Updated controls picture
-Changed tutorial text
-When completed demo, levels won't reset
-Added a couple of "Hull parts" pick-up
-Demo will be from level 1 to 6

Fixed:
-When new update/release, game will resets saves

Added:
-Warning stripes on platform
-New enemies(Snaper, spiter, elbow, vizi, baller)(not in demo)
-Levels(7-8)(not in demo)
-Teleporter(not in demo)
-Playground(A testing room)(not in demo)
-Pathfinding script(not in demo)
-New song
-Panic button! (Slows speed and cuts gravity for 10 seconds. Cost 5 scraps)

Download link updated.
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NazTaiL
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« Reply #10 on: December 05, 2017, 05:09:18 AM »

Little bump. Feedback are still welcome. 6 levels on the demo. Here is a new screenshot of things I added. 90% of content are done. Need to design 2 bosses and build 8-10 more levels.

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sidbarnhoorn
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« Reply #11 on: December 07, 2017, 06:18:02 AM »

Cool! Reminds me of Solar Jetman! Smiley
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Siddhartha Barnhoorn
--------------------
Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

Website:
http://www.sidbarnhoorn.com
Bandcamp:
https://siddharthabarnhoorn.bandcamp.com
Twitter:
https://twitter.com/SidBarnhoorn
NazTaiL
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« Reply #12 on: December 10, 2017, 07:09:24 PM »

This is a timelapse of the creation of level 9.



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NazTaiL
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« Reply #13 on: December 27, 2017, 03:44:43 AM »

My first planned realistic objective was to create a game of around 15 levels. But the fact is that I have enough content to stretch this to 20 or 25 levels without diluting the fun and challenge. So guess what: I'll do it. I'm planning to release the game on late 2018.

Here is my to p priority on the to do list:
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NazTaiL
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« Reply #14 on: March 17, 2018, 07:19:07 AM »

Hidden rooms, teleporters and lasers.
 Grin




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NazTaiL
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« Reply #15 on: March 30, 2018, 03:23:51 AM »

Here if a part of the final boss. Pretty happy with the depth effect. (Bezier curve with easing to move it.)

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NazTaiL
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« Reply #16 on: April 13, 2018, 04:48:39 AM »

This is my updated devlog. A new Demo will be released real soon. It will be final.
 Beer!

Date TBD 2018 Space Ashes - Alpha 0.5
=================
Changes:
-Windy Hook now turn when touch by the player(90 degrees)
-New names for 'enemies'.
-Door stays open when unlocked by switches and close when locked.

Fixed:
-Screen shake managed by player.(code!)
-Fx particles not clearing correctly (because obj_fx was deactivated...)
-Door being activated by some dynamics object. (Only player can trigger a door(not the switches...).
-Light spitter light offsets.
-Spitter small sparks pic and snd.
-Overlaping sounds to prevent sound peeks.
-Flamer ini.
-Lights not working on some instance(spore)
-Bloody Berry particles not going down
-Fullscreen option(Game has a fixed size of 960x540, can be double, triple, etc...)
-Laser sound not working correctly
-Backgrounds parallax
-Level selection wrapping

Added:
-Pink smoke
-Animation on Liana and vine growing
-Mushrooms, Flowers, Lasers, Float Balls that follows
-Sound on flamers
-Level 9-10-11-12-13-14-15-16-17-18-19-20
-Engine jam.
-Max Life Point is now 8.
-'Chest' to unlock bonuses.
-Hud text for upgrade
-Artefacts to collect.
-Door shadows
-Hidden Rooms
-Blue vines (jam player and freeze switches)
-Boss 2 and final Boss.
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SamLouix
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« Reply #17 on: April 13, 2018, 10:51:47 AM »

It's pretty awesome.

One question I have is... what are you doing to do to make it unique?

I have seen a million games that look similar.

Thanks!

Sam Louix
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nathy after dark
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« Reply #18 on: April 13, 2018, 01:45:52 PM »

Don't mind me, just stalking all the other space games on TIG.  Who, Me?
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NazTaiL
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« Reply #19 on: April 14, 2018, 03:28:03 AM »

@SamLouix

A slow paced game where you constantly fight against gravity, avoid hitting walls while burning around vegetation that slowly become more defensive(aggressively) against you. I searched,  to do some comparative, but didn't found anything close to this. I would be very grateful if you can point me a couple of games that looks like this.

The game was first inspired by Amiga's 'Fly Harder' and a little bit of 'Waking Mars'.



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