iOSWind Rider - iOS + Android

Ruimm

Member
Hi all!
Happy to show my second game made with GM.
Wind Runner is an endless runner where the player runs on some wind waves (or something...)

The game will be available for iOS and Android and will F2P with your usual ads and iAPs

Here's a gameplay gif (will add more as development progresses)

Love the art.

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0.Bytes

Guest
So clean and minimalist, I loved the concept, looks great so far !

Ruimm

Member
Here's a small update
Worked on coins, animations and other details! I'm really happy with the way this is turning out

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Whirlpoolio

Guest
Could you shed some light on how you made this in another post?

Ruimm

Member
Could you shed some light on how you made this in another post?
yes, but what exactly are you interested in knowing?

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Whirlpoolio

Guest
yes, but what exactly are you interested in knowing?
Maybe how you made the curved, random lines? And a distance measurer

Ruimm

Member
Maybe how you made the curved, random lines? And a distance measurer
The lines are procedurally generated. They are made by a string of points (X and Y coordinates stored in arrays). Each point is adjusted so that it always keeps the same distance from the point in front of it. Then I move the first point so that all others follow. The lines are drawn using triangle strip to create the shape.
The movement is made by applying impulses using Verlet Physics (I have a library on the market place that I'm using for this https://marketplace.yoyogames.com/assets/5239/verlet-physics-and-examples) towards specific targets placed in front of the lines at random heights to get a wavy movement. Once a line gets close enough to the target I start adding forces towards the next target and so on. By using impulses and physics I can get smooth movements.
I can get into more detail if there is something specific that you want to know.

I don't understand what you mean by "distance measurer"?

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Whirlpoolio

Guest
The lines are procedurally generated. They are made by a string of points (X and Y coordinates stored in arrays). Each point is adjusted so that it always keeps the same distance from the point in front of it. Then I move the first point so that all others follow. The lines are drawn using triangle strip to create the shape.
The movement is made by applying impulses using Verlet Physics (I have a library on the market place that I'm using for this https://marketplace.yoyogames.com/assets/5239/verlet-physics-and-examples) towards specific targets placed in front of the lines at random heights to get a wavy movement. Once a line gets close enough to the target I start adding forces towards the next target and so on. By using impulses and physics I can get smooth movements.
I can get into more detail if there is something specific that you want to know.

I don't understand what you mean by "distance measurer"?
Where is says 50m etc

Ruimm

Member
Where is says 50m etc
I just check if there is a collision between player and line and add a value over time. So its not actually distance but how long you are touching the lines.

milch

Member
i looove the style of this! it works very well, the sprinting makes it look fun you could add some more interest by making the character stretch and squish when you jump/land

sp202

Member
This is dope. Those lines are mesmerizing.

Ruimm

Member
i looove the style of this! it works very well, the sprinting makes it look fun you could add some more interest by making the character stretch and squish when you jump/land
Its one of the things I have to do

Bingdom

My recommendation would be to have a background and maybe some gradience at the top.

sp202

Member
My recommendation would be to have a background and maybe some gradience at the top.
I disagree. The white lines add enough interest to the background while maintaining the minimalist aesthetic and I feel a gradient would cheapen the look.

Ruimm

Member
My recommendation would be to have a background and maybe some gradience at the top.
I thought about some backgrounds but since the player is always moving it would have to be a procedural, seamless background. Also I kinda like it the way it is so I might just leave it with a flat color.
I don't think a gradient would fit with the rest of the visual style where everything is flat

John Andrews

Living Enigma
Wow this looks awesome dude! The graphics go very well with the gameplay style and it isn't a complex game yet it looks fun and entertaining, very good job mah boi

Ruimm

Member
Here's a mockup for the main menu. I know a main menu may not be very interesting but I find UI so hard to do that I wanted to share
p.s. the character on the logo will be animated

Ruimm

Member
haven't updated this thread in a while because most of my work lately has been developing technical stuff (UI, save systems, etc...)
But... as with all F2P games Wind Rider will have characters to unlock and here are some of them

Ruimm

Member
it's been a while since I've posted anything so I just wanted to share that things are moving (slower than I wanted) and the game should be out in the following weeks Already got pretty much everything working on Android and here's a first version working on an iPad

Hope to have a trailer soon and I'll be asking for beta testers then

Ruimm

Member
Hi.... been a long time since I posted anything but development has not stopped (even if it is going slower than I wanted)
so, here's a gameplay video. The game should be out in the following weeks for iOS, Android and, a few weeks after, to web browsers.

Final game will also have a bunch of extras not showed on the video.
Looking forward to any comments or criticism.

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elkranio

Guest
Video looks nice. I suggest making a softer sound for the dash though.

Ruimm

Member
Video looks nice. I suggest making a softer sound for the dash though.
I agree.. I'm going to find another dash sound

Ruimm

Member
Hi everyone

I'm reaching the final stages of the game and I'm currently looking for Beta testers on iOS and Android
Any one wanting to get a copy of the game can reach me through this post, PM or using the email: games dot ruim at gmail dot com

Here's the pre-release trailer