Development and Announcement Blog for Actos Games. Check here often to see our new developments and what's coming out soon from this amazing developer!
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APEXICON.
The pinnacle of all language. The book that contains all the words ever spoken, written, and thought of.
Will you fight in this world of words, this lingo your sword and shield?
Here's a screenshot from the development process:

More details soon! Mr. Wave has been put on hiatus while this exciting new title is being worked on!
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http://www.youtube.com/watch?v=eJAhKzdJmhU
Thanks for watching, and check back for new video demos of Mr. Wave!
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Coming soon... A new power!
Also, here's the title image I made just for Media websites:


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MR. WAVE ALPHA 0.9.4 RELEASE

http://db.tt/Bt3yAnBe - Click here to play!
Controls are on the page, but if you can't see them:
A = Left
D = Right
Shift = Suck in enemies / shoot cooked shot
Space = Jump
Enjoy! Leave feedback and let me know how I'm doing! Touch controls currently don't work as well as keyboard controls, but that is to be expected. I wanted to get this into your guys' hands as quick as possible!
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So works begins today on moving around with enemies being "cooked" in Mr. Wave. I'm so much more experienced with Construct 2 now than I was when I started, so I can effectively cut down the time needed to make this work than the basic controls. It's just basic animation changes based on the "state" Mr. Wave is in (enemies inside him or not).
Yesterday I released on numerous sites the work I did late last night getting Mr. Wave to eat enemies.
Youtube Link: http://www.youtube.com/watch?v=KDsUNvx2tsE

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Also pretty self-explanatory. Shows off a lot of the additions to the game visually, and I speak about the concepts for the game going forward.
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That's all that needs to be said, really.

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Just got in contact with my composer, and he'll be supplying some fresh beats for my game very soon. I'm thoroughly excited, to say the least, to actually have music over my gameplay!
One of the thoughts I think I'd share with you is one of the things any platformer should have especially in today's market:
Evolving Levels.
What does this mean? Well, in platformers, especially after they ship, they often are shipped with a specific level pattern and level types. In today's world, however, with DLC and updates, I think platformers can be expanded and improved upon well beyond the original shipdate. One of the features of my game will including these evolving levels.
Some time after the release of the first world, I'm going to continue updating it with more routes, paths, powers, and secrets, so each time the game updates, you'll find more hidden things emerge as you progress through the world. It changes, evolves. The game won't be the same as it was when it was released, but it'll be richer, more fully realized.
This creates sort of anticipation toward the game in general. You can tease updates to the game before they happen, or make stealth updates that your fanbase would love to explore and find out what's going on.
Today I'm working on fully hooking up the controls and the big push towards making powers actually working, then it's entirely level design from there.
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Today I finally finished the keyboard settings for eating enemies in Mr. Wave. Luckily, with Construct 2 all I have to do is copy/paste the effort I did into the touch settings (and later, controller settings!) to make it work with touchscreen devices.
I still want to make a better UI for non-touchscreen devices, but that will be later. For right now, all versions of the game will have touch interfaces for the moment.

Mr. Wave, ready to absorb enemy powers!
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Sometimes looking at the code can confuse you.
Yesterday I took some time trying to write the code in Construct 2 to make it so that Mr. Wave could jump and move while sucking in enemies. It took a while, but I finally got the right side to co-operate with me. What I figured out how to fix it was the setting on a specific "mode" that would let the game keep track of when he was opening his door to suck in enemies instead of worrying about when what animation was being played.
This allowed me to overwrite whatever was going on without having to worry about the game trying to fight itself to display what animation when.

A peek at the data code for Mr. Wave, developed in Construct 2 by Scirra