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Very ambitious! As an AC fan, I bow to you!  I think when you evade ennemies by dashing, ennemies should not be able to target you instantly: that would be more "human like" of them, and give you an incentive to dash.

I am amazed to see an online multiplayer entry :)

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By the way; I like a lot the small animations (rotating legs, rotating weapons),  are they precalculated or rendered on the spot?

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Drawn right there - they are sprite stacks - literaly sprites drawn on top of each other with each layer shifting upwards 1 pixel at a time.

Found out about it from Project Landsword and Racing Gears Advance.

Legs rotate with the direction of the mech (not the input) which is a simple "currentSpeed + inputDirection * maxSpeed" vector addition (not moveAngle and throttle even though that's how it's controlled). Weapons have an orientation of the "atan2(mousePointInWorld - mechPos)".

If you need to know how exactly everything works, you can read the source in Dev Tools under "index.html" folder - it's not obfuscated. "mech.js" is responsible for drawing the legs, "weapon.js" - the turret and "graphics.js" for pushing tiles to the canvas.

The "spinning hat" of GM and fire flashes of RK are also stacks but rotated around center.

All of that was drawn in MagicaVoxel and exported as "slices".

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Hey) thanks!

Well, the joke's on me because enemies do stop firing at the player after the dash. But the delay is just so narrow you can barely see it. I think it's 0.25 or 0.35 seconds, I don't remember.

It's the kind of game where balance is almost everything and I didn't do a decent job there :/

Thank you for the comment)

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I think all of my games from this point (so like.. all of them) will have on online component. Probably not an active one, like PvP, but at least a leaderboard.