Demo Citadel Stormer 2 | Action Platformer [Contains DEMO!]

pixeltroid

Member
Could you post the original 16 colors avatar? I’d like to try something.
May I ask why? 🤔

Because I'll have to dig up that particular avatar file and I don't even know if I've saved it. I just made it to use as an avatar on GMC and twitter.

But the first 2 screenshots in the top post contain an accurate representation of the avatars original colors. They are print-screened from the game and have all their colors.
 

pixeltroid

Member
Well, I thought I'd give a running animation a try with your current avatar. It's up to you though!
I'll have to look for my current avatar image with it's original colors. But I think I just gave it an outline and saved it as a jpeg to use as an avatar here. But you can take the avatar from the 1st post if you want to try to animate it! Just delete the colors around it. They're high res pngs so all the colors are intact.
 

Zizka

Member
I'll let you find the original avatar 😋.

Something else I wanted to mention:
image_2021-01-13_160939.png
Health Bar.png Less saturation, more contrast.
Health Bar_2.png Bars
Health Bar_3.png Biggers bars, gradient from low health to high health, numbered health. The number looks off and the colors could be better but you get the idea. I also added a darker color for the background of the meter.

Health Bar_4.png You could also go for a 3Dish meter although I'm not happy with this one but figured I'd share it since I did it anyway. I looked at some reference pictures for Assault Rifles ammo but it looks too much like a missile in my take but oh well.

I found the health bar hard on the eyes due to the high saturation and low contrast. I'm generally not very keen on highly saturated colors so take this with a grain of salt.

I also find that a solid bar might leave the player unsure of how much health is left.

In Castlevania: Symphony of the Night the magic bar has both the bar and a number.

Just some suggestions.


You've included numbers for both the amount of bullets and the lives left but no numbers for health.

Have you considered either adding a number or having a way for the player to sort of determine how much health is left? Personally (as a player) I would find the current health bar a bit off putting in the sense that I wouldn't know how many more hits I can take.

Another way is to go Ninja Gaiden with little boxes or bars.
 

pixeltroid

Member
An update after a looong time! (I'll make an "official" devlog later).

So after an unintended break that lasted a few months, I'm back on the project. Over the last 2 weeks, I managed to finalize the world #3 of my game Citadel Stormer 2. That includes the background graphics, tiles, unique enemies and it's boss!

Here are some screenshots showing off world 3's art and design theme:

1.png

2.png

3.png

4.png
 

pixeltroid

Member
Devlog #8 (04/08/21)

Hello. It's my 8th "official" devlog! My last one was seven months ago! I had taken some time off from the project due to some personal reasons. But I'm now back on the project! I'm proud to say I've made considerable progress over the last few weeks. Here's what's new:

1. WORLD #3 FINALIZED!
Everything for world #3 has been finished. That includes the level layout, the background art, tilesets, unique enemies and objects and...yes, even the boss! This futuristic city has flying cars, neon lights and a lot of rain. I know it's clichéd but I still like how it turned out! :)




2. BOSS!
This big green meanie is the end boss of World #3. He shoots heat-seeking missiles and throws things at you! He also uses a force field to defend himself from your attacks. Not to be trifled with!




3. PASSWORDS!

The game auto-saves your progress and lets you continue where you left off anytime. But losing all your lives, meant having to start from the very beginning. I felt that would discourage players and decided that a password system was necessary. I've now created a simple old fashioned password system to make the game a little easier. By going to the password room and punching in the correct numbers, players can now restart from the last level reached. I will design the sprites later once I finalize it's graphics style.




4. NEW MINIBOSS -- SCORPION ROBOT!
This giant robotic scorpion lurks in one of the later levels. Like it's friend, the spider-robot (See devlog #7), it defends itself with a force field and shoots explosive projectiles at you from it's stinger!




5. PLASMA RIFLE!
This high powered gun will reduce most enemies to scrap in a shot or two. It has a very fast rate of fire and has unlimited ammo. BUT there's a catch. It uses up the energy that you use for dashing (indicated by the blue bar on the top left). Once that's depleted you need to wait a while for it to recharge before you can use it again.




6. Currently working on:
- World #4
- New enemies
- New designs for menus and such

Anyway, that's it for now!

BTW, there's a demo available and it includes the first 3 levels (Does not include the updates shown in this post). If you haven't already you can download it at this location:

DOWNLOAD FROM GAMEJOLT.COM
DOWNLOAD FROM ITCH.IO

Thanks for reading!
 
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pixeltroid

Member
Haven't created a formal devlog but here are some updates.

- Tied up a lot of loose-ends. Mostly under-the-hood stuff involving menus, UIs, collisions and other miscellaneous issues. The game feels tighter and more "professional" now. It's really the little things that make the game work!
- Added new sound effects. I can't demonstrate right now, but I feel they really bring the game alive.
- Got rid of the coin collecting system. Earlier if you collected 10 coins you'd get an extra life. But I realized that players could game the system and stock up on lives in a way that was not intended. Now, you need to kill 100 enemies to get an extra life. Will probably also limit the number of lives the player can carry.
- I'm mostly done with the 4 main worlds of the game! So here's a GIF showing the look and feel of the 4 worlds. Each world has 6 levels and 1 boss fight!



All that's left is the final zone and it's bosses!
 

pixeltroid

Member
Devlog #9 (14/10/21)

Hello. Welcome to Devlog #9. There's been LOTS of exciting developments!

1. CHARACTER UPDATE
The Game's hero has been given a make-over. He now has glorious golden hair! The reason for this change is that in older versions he had black hair, which I felt was not clearly visible in areas with dark backgrounds. I've also tweaked his overall posture, jump and walk animations a bit.



2. WORLD #4 FINALIZED!
Everything for world #4 has been finished. That includes the level layout, the background art, tilesets, unique enemies and objects and...yes, even the boss! World #4 is set in an abandoned military base in the desert. It also contains many new objects and enemy types that don't appear anywhere else in the game.



3. NEW BOSS!
This menacing big blue robot guards World #4. Like the others, he shoots projectiles. But he also has a variety of special attacks and can even summon minions to chase after you! This one is very tough to beat!



4. NEW ENEMIES TYPES -- GOOMBA-LIKE ENEMIES
These little goomba like enemies look cute and harmless. But if they touch you they'll explode and cause a lot of damage! If they catch fire, they just become more aggressive! Oh, and there's also a flying variant of the same!



5. NEW MINIBOSS -- FLYING...ONE EYED DEAD FISH LIKE THINGY
This weird dangerous robot follows you around and attacks you with it's exploding orbs!



6. EXPLODING BARRELS !
If a barrel is damaged, it catches fire and will explode after a few seconds. Close-by barrels will explode instantly. Barrels that are a little further away catch fire and after burning for a while will explode! The explosion will damage both the player and any enemies!



7. TITLE SCREEN AND MENU UPDATE
Title screen has been updated with new layout and backgrounds. The Menu design has also been revised. Note that this is still a WIP and the final design might vary.



8. Other tasks completed
- Tied up a lot of loose-ends. Mostly under-the-hood stuff involving menus, UIs, collisions and other miscellaneous issues. The game feels tighter and more "professional" now. It's really the little things that make the game work!
- Added new sound effects. I can't demonstrate right now, but I feel they really bring the game alive.
- Got rid of the coin collecting system. Earlier if you collected 10 coins you'd get an extra life. But I realized that players could game the system and stock up on lives in a way that was not intended. Now, you need to kill 100 enemies to get an extra life. Will probably also limit the number of lives the player can carry.
- Composed a couple of new soundtracks!

9. Currently working on:
-The final world!
- The final boss!!
-Back end work. (There's lots to do)
- A build for a new demo

Anyway, that's it for now!

BTW, there's a demo available and it includes the first 3 levels (Does not include the updates shown in this post). If you haven't already you can download it at this location:

DOWNLOAD FROM GAMEJOLT.COM
DOWNLOAD FROM ITCH.IO

Thanks for reading!
 
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