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TeuFox

18
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A member registered Oct 20, 2017 · View creator page →

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I shall let Arden know. Thank you so much for your feedback! <3

If you encounter a bug let us know!

Please try to replicate the bug and if possible record it happening so we can more easily fix the issue.

We are opening ourselves to the hardest part of making games "the players perspective". 

Try to be constructive so we can make the game better!

Post anything you'd like to see in the future and It might make its way into it.

• 0.5 • March 1st • Flourished Update •

Tied up the loose ends left from the game jam.

Added chain damage system.

Added chain-based score multiplier.

Added attack and marking animations for the druid.

and many other polish and bug based fixes.

• 0.2 • February 28 • Game Jam Release •

Initial release, no previous version able to compare to.

Please take some time to test and give feedback on my work in progress game Dexus.

Let me know feedback on the mechanics the feel of the movement etc. The levels are not completed nor is all of them in but I want to get feedback so I can hasten development and make corrections.

Leave any feedback in this topic post and I will respond right away! Thank you so much! ~ Joel

https://teufox.itch.io/dexus-reworked

It is correct but tonight update will have some actual "Game-play" and simple window interaction aka resetting and easy closing.

I will check it now, and also add more stuff tonight. Thank you for letting me know!

This is a beautiful game. If i am not wrong this is a 3D wordspace viewed as orthographic. I love your particle work and the sound effect are worthy of a momma's kiss. I cannot wait to see what you guys add in the future!

I feel as if you should put more time into making the character's movement feel good, not just functional. I felt like a limp legged man who got off a trampoline and tried to jump right afterwards. Also while strafing and moving the camera it stutters in a weird fashion.

Wow awesome, I always forget that my first will not be my last and won't be my best. Right now I have started using the superpowers engine because game maker is very expensive for me and I don't know if the base version is enough.

(1 edit)

I built on top of the preset built into SuperPowers. PLEASE NOTE IT SAYS true BUT THAT WAS JUST A TEST

Sup.ArcadePhysics2D.setGravity(0, -0.02);

class PlayerBehavior extends Sup.Behavior {
  speed = 0.08;
  jumpSpeed = 0.35;
  frameSpeed = 1;
  reverseSpeed = -1;

  update() {
    Sup.ArcadePhysics2D.collides(this.actor.arcadeBody2D, Sup.ArcadePhysics2D.getAllBodies());

    // As explained above, we get the current velocity
    let velocity = this.actor.arcadeBody2D.getVelocity();

    // We override the `.x` component based on the player's input
    if (Sup.Input.isKeyDown("DOWN"))  {
      this.actor.spriteRenderer.setAnimation("Crouch",true);  
      velocity.x = 0.000001;
      //this.actor.spriteRenderer.setPlaybackSpeed(this.frameSpeed);
      
    }else if (Sup.Input.isKeyDown("RIGHT")) {
      velocity.x = this.speed;
      this.actor.spriteRenderer.setAnimation("Walk");
      this.actor.spriteRenderer.setPlaybackSpeed(this.frameSpeed);
    } else if (Sup.Input.isKeyDown("LEFT")) {
      velocity.x = -this.speed + 0.02;
      this.actor.spriteRenderer.setAnimation("Walk");
      this.actor.spriteRenderer.setPlaybackSpeed(this.reverseSpeed);
      //velocity.x = this.speed - 0.08;
    } else {
      velocity.x = 0;
    }
      

    // If the player is on the ground and wants to jump,
    // we update the `.y` component accordingly
    let touchBottom = this.actor.arcadeBody2D.getTouches().bottom;
    if (touchBottom) {
      if (Sup.Input.wasKeyJustPressed("UP")) {
        velocity.y = this.jumpSpeed;
        this.actor.spriteRenderer.setAnimation("Jump");
      } else {
        // Here, we should play either "Idle" or "Run" depending on the horizontal speed
        if (velocity.x === 0) {
          this.actor.spriteRenderer.setAnimation("Idle");
          this.actor.spriteRenderer.setPlaybackSpeed(this.frameSpeed);
        } else {
          if (velocity.x === 0.000001) {
            this.actor.spriteRenderer.setAnimation("Crouch",false);
          }
        }
        
      }
    } else {
      // Here, we should play either "Jump" or "Fall" depending on the vertical speed
      if (velocity.y >= 0) this.actor.spriteRenderer.setAnimation("Jump");
      else this.actor.spriteRenderer.setAnimation("Fall");
    }

    // Finally, we apply the velocity back to the ArcadePhysics body
    this.actor.arcadeBody2D.setVelocity(velocity);
  }
}
Sup.registerBehavior(PlayerBehavior);

What engine are you using?

Are you using a 2D or 3D workspace?

And how did you learn to create games?

I will do that once I get to work! Thank you so much for your help

(1 edit)

The crouch frames are frame 8 and 9 (Sorry for the late response)

this.actor.spriteRenderer.setAnimation("Crouch",false);  

API: this.actor.spriteRenderer.setAnimation(String " ",looping? boolean);  

No matter what I do I cannot get this animation to not loop, and I have tried to go the long way by using "wait" functions but I could not figure out how to do that either, please help!