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uberdroidgames

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A member registered Dec 31, 2016 · View creator page →

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Yep that's the idea! 

Thanks!  It was an experiment to see how far I could go with just nothing but 2d sprites

...Update... Still not dead because though Construct 3 now has a camera for FPS, it can't handle  opacity very well, and there are no effects available for 3d objects so no lighting, so there are things you still can't do FPS wise with it.   I've been trying and talking to Ashley and they still aren't fully there.   Once they get there if they do I can maybe port this template to use full 3d and include that as well (keeping the ray casting ones too.

Not quite yet.  Construct's current 3d plugin can't support fps movement or camera angle changing yet.  The one they have now you can only turn 90 degrees.  I played with it and that's because you can't yrotate objects or change the camera angle but you can move blocks around to give a 3d look but only moving on the cardinal lines.   Really cool for retro style dungeon crawlers. 

It's only a matter of time though before I'll have to make my fps template support the 3d objects.   

It's still supported and still going.  Works fine. 

Thanks for getting the templates! 

Yes, but understand that you can't see anything *behind the main walls.  Once a ray hits one of those walls it stops.   So if you make short walls you need to use the special WallF ones otherwise you won't see anything behind them.

It does work in C3.  I got a special port of the mouselock plugin in there. 

Thanks!

That is weird.  It could be glitchy on some machines and browsers. 

Right now it's only on itch.io  I'll put it back up soon. 

Well hello there!  Thanks for stopping by!Classic Film Bow GIF by Warner Archive - Find & Share on GIPHY

Thanks!  Yeah they moved their store and I have to set it all up again over there. 

Very cool!

Without having it in front of me... There's a global variable called "eyelevel" that you can play with which will move the player's pov up and down, but you might also have to adjust the floor and ceiling's effect parameters.   
The easiest way would be to make the walls and objects taller or shorter.   Take a look at the manual and sample projects.
Thanks!

Should be in  your downloads.  I have added 2 new templates to the downloads with updated methods.  You can switch from higher to standard res with the + key for more performance.   The changes are fully documented.

No worries! Have you tried the updated city and indoor templates for C3?  I use an updated method for that.

Sorry I didn't see this one before but it works best with Construct 3.  The v2 update is for Construct 3 only.   I haven't upgraded the C2 version yet. 

If you're using construct 3 go to the downloads and get your new template version 2 projects with lots of fixes and features!  

Are you using Construct 2 or Construct 3?

OK it took a while but Version 2 for Construct 3 is done.  If  you have the template you can download the new projects for C3.   They come with a mouse-lock plugin built-in.   Also textured floors and ceilings and much much more. 

You can increase the "rays" variable, but you'll have to do some other tweaks to make it all look right.   In the C2 version it starts to get bogged down faster with more rays.   I'm working on an update now that fixes the horizontal fish-eye and updates how objects are rendered along with some other fixes / features like textured floors and ceilings (using the Mode7 effect plugin).   It needs some clean up so that you should be able to increase the resolution with just one variable and have everything else kinda fall in line. 

They're the same number of rays (256) and in the newer version we should just be able to increase that by increasing the global "rays" variable.   The ratio can be whatever you want with a few tweaks.   I'm actually sitting down to work on it now thanks!

Boo! 

Thanks! 

Sure!  Just forward me the scirra confirmation email for your purchase.
Shanon@uberdroidgames.com

--Shanon

Put your questions here if you have any!  

Thanks!  Me too!  Still working on the sound.  

OK I got to the sign that says "this sign is trying to entice you to spend money on it" and I can't get it to do anything beyond that...

The Pinball Wizard has been brought to justice!

Sometimes when I kill all the things the doors still don't open...

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For some reason for me the "full screen" button is gone.  You really can't play it not full screen because then the mouse wheel scrolls the page instead of zooming in and out.


EDIT:  It's back.  Wonder what happened?

EDIT AGAIN:  OK I just made it only run in full screen so no "fullscreen button sometimes" bug

Also there seems to be a really intermittent bug where if you destroy 2 of the junkers, you win.  It's supposed to be 4.  Sometimes rarely, a space monster *can* destroy a junker by itself.  This doesn't happen often so I left that in.  


Ugh that bug is vexing... Lots of times when you destroy one it blows up other ones too for no apparent reason.


OK I think I got it..  It doesn't seem to do that now.

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Thanks!  Doing that now actually :)

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To make your own ray-casting game in #Construct2 I took a lot of the work off your hands with this template available at the Scirra store.
https://www.scirra.com/store/royalty-free-game-templates/construct-2-ray-casting-template-4734

Thanks!

I like it!   Great idea!

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I made the game and I barely ever got to floor 12!  So this is great feedback.   In the newer versions the faction mechanic is much more pronounced.  You get EP for "team kills" and they follow you better.  Also the lower levels are balanced better, you can swap armor and stuff. 

And right away since that version I got rid of the annoying long zoom out and the spin is a lot faster in the beginning.  Coats are always on even numbered levels except the grey coat which it will always give you a new one somewhere on the next level with a grey altar if yours runs out.

To make a more complete game I am working on an end goal related to each faction.

Thanks for playing!  

https://uberdroidgames.itch.io/turncoat-tomb

Hotfix 1.0.2.5 coat was going into the weapons slot sometimes.  I think this fixes it...

Update 1.0.2.3

Bug fix release:

  • Weird teleport-switching places with spider when in web. 
  • Grey coats went in the wrong hud spot and couldn't be moved (might still be there)
  • Hold and Web effects now work properly (I think)

Update 1.0.2.2

  • Less time between runs
  • Can now discard coats (except the grey coat)
  • Friendly monsters no longer block the player
  • 1/2 Experience points for friendly monster kills! You get ep for their kills
  • Some combat sounds
  • Got rid of unused sounds
  • Faster beginning spin
  • Weird bug where it sometimes gives you a sword at the beginning?  Left in.





View the dev log here: 
http://7drl.org/author/uberdroidgames/

My more general gamedev blog here:

https://uberdroidblog.blogspot.com/

Play the game:

https://uberdroidgames.itch.io/turncoat-tomb

I made a complete game in 7 days and really happy with the results.  
Still there is a lot more I want to add and I'm updating it  about every week.   It was a great and really intense experience.  

It was EPIC.   Check out my entry in this year's 7 day Roguelike Challenge:  Turncoat Tomb 

Ananias Roguelike community · Created a new topic Hi there!

I bought this for my android and I love it. Once I actually missed my bus stop from work by a whole town because I was so into it. You owe me uber fare! haha! Great game :)

Hey Fellow c2 er love the look.