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Sector Six - Sci-fi RPG/shooter - Alpha version 0.3.5

desktop 2d rpg action shooter

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#51 Zuurix

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Posted 22 November 2015 - 03:29 PM

Echo #16


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#52 Zuurix

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Posted 29 November 2015 - 07:05 PM

 
Game is now ready to be played, now I only need to prepare for release!
The official release date is next Sunday, December 6th!
Get ready!

What's new in Sector Six version 0.3.0:

New GUI.
New music and sounds.
Escort missions.
​Resurrection missions.
Improved etalons.
Hard mode.
Achievements.
Improved alloy containers.
Doubled frames per second.
Improved tutorial.
Hundreds of small improvements.
 
1058896_orig.png
New spaceship interface
 
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New technology interface
 
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Escort mission
 
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Resurrection mission
 
2322939_orig.png
Achievements
 
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Tutorial boss

 


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#53 Zuurix

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Posted 06 December 2015 - 12:59 PM

 
After six months of updates, Sector Six returns bigger, faster and better!

New interfaces.

I have completely reworked all interfaces, including battle HUD and main menu!
Now interfaces are easier to use, provide more information and are more aesthetically pleasing!
 
511234_orig.png
 
​Achievements.

Old information system has been replaced with achievements!
In this version you can achieve 20 achievements, but in future there should be around 100!
Achieving achievement unlocks fragments of game lore and in future - access to special hidden regions.
 
7980445_orig.png
 
​60 FPS.

Sector Six 0.1.5 was running 30 frames per second.
Sector Six 0.3.0 is running 60 frames per second!
That means everything that moves in game will move smoother!

Hard mode.

I have updated enemy stat formula, now enemy armour is based on how much parts your spaceship can have.
That means enemies will always be challenging.
If you still feel like combat is too easy, now there's a hard mode!
If you turn it on, all enemies will have traits, double armour and damage.
It doesn't just make enemies much harder, it also rewards you with double experience and chance of receiving special items.
These items are used to upgrade your spaceship parts, charge their appearance and even duplicate them!
 
1939695_orig.png
 
​Etalons reworked. 

The most powerful spaceship parts, etalons, has been reworked!
Now they have random stats, unique sprites and cool random names, getting two identical etalon parts is almost impossible!
 
New missions.
 
Escort and resurrection missions has been added!
In escort missions you have to defend fragile ammunition carriers until they reach their destination point.
In resurrection missions, you have to destroy ruins to gather data, that the Elder Mechanism will use to recreate destroyed regions.
During recreation, that takes sixty seconds, you'll have to survive the revenant attacks!
 
5919644_orig.png
 
​New music.

My composer Bert Cole has composed 18 tracks just for Sector Six!
You will no longer get bored by same music playing over and over again.

Hundreds of small improvements.

Alongside big updates, I have made hundreds of small changes that should improve quality of the game. These small improvements include better alloy containers, balanced spaceship part properties, more interesting bosses, better grammar, more useful abilities, improved tutorial and new region backgrounds.
 
4682954_orig.png
 
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​The future.

Now I am planning to work on better save system and after that - new combat system!
New save system will allow players to have multiple saves and to save automatically, plus, it should work for all players, unlike current save system.
New combat system will be massive update, that will change everything! Enemies will become more interesting, breakable enemy parts will matter, combat won't require mouse, there will be many new abilities, players will be able to pause or rebind keys, abilities will no longer be spam-able and so on!
 
Download.
 

From Itch.io: http://zuurix.itch.io/sector-six

From IndieDB: http://www.indiedb.c...ames/sector-six

From 64Digits: http://www.64digits.com/index.php?


Edited by Zuurix, 13 December 2015 - 05:12 PM.

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#54 DIAMOND SOFT

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Posted 06 December 2015 - 01:16 PM

Looks amazing, id like to see depth with parallaxing  


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#55 Zuurix

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Posted 06 December 2015 - 01:35 PM

Looks amazing, id like to see depth with parallaxing  

 

So that's how it's called! Parallax. Thanks, now I can find how to do it. 

I've been trying to create this parallax effect for long time now.


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#56 Zuurix

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Posted 13 December 2015 - 05:11 PM

Echo #17


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#57 ericbomb988878

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Posted 16 December 2015 - 10:30 PM

Okay so only a few tiny comments.

1. On the mission where the elder thing powers up your ship, if it runs out of power while inside the dust cloud the dust cloud glitches out and you can't leave. Kind of guarantees death at the hands of the Machine.

2. The sandbox kind of mode after beating the missions is legit.

3. I forgot it was an "alpha" game until it said the mission was coming soon. This thing is solid and I'll happily trade half my steam library to see this finished. 


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When I was young I wanted there to be a game like Pokemon but had combat like Super smash brothers.... Never found one. So now I'm making my own http://gmc.yoyogames...86#entry4910159


#58 Zuurix

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Posted 17 December 2015 - 07:39 AM

1. On the mission where the elder thing powers up your ship, if it runs out of power while inside the dust cloud the dust cloud glitches out and you can't leave. Kind of guarantees death at the hands of the Machine.

 

Thanks, I've been trying to track down dust cloud glitch for long time! Now I can fix it.

 

3. I forgot it was an "alpha" game until it said the mission was coming soon. This thing is solid and I'll happily trade half my steam library to see this finished. 

 

=]


Edited by Zuurix, 17 December 2015 - 07:40 AM.

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#59 DIAMOND SOFT

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Posted 17 December 2015 - 04:06 PM

Looks amazing, id like to see depth with parallaxing  

Np! Lmk when it is updated


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#60 Zuurix

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Posted 20 December 2015 - 09:50 PM

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#61 Zuurix

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Posted 27 December 2015 - 01:52 PM

Update! New save system and small fixes

 

Another update is here!
The most important change is the new save system, better than old save system in every aspect.

First, it should work for everyone.
Old save system had odd habit of not working for no clear reason.
I hope the new one will work for everyone!

Second, three save slots instead of one!
Players will be able to start new game and don't lose old game.

Third, now there's an auto save option.
Just enable it and after end of every mission, no matter completed or failed, game will be saved to chosen save slot.

I have made few other changes, mostly fixes to the problems encountered in version 0.3.0:

  • Updated hard mode rewards, now they are rarer and amplifiers can only be applied to part once.
  • Fixed dust cloud glitch, that used to occur when running out of the Elder Mechanism damage boost while inside dust cloud.
  • Fixed minor issues with alloy containers.
  • Fixed other minor issues.
  • Improved tutorial.
  • Now destruction missions, spawned while hard mode is enabled, requires to destroy more minions to complete the mission.
  • Your spaceship now deforms less when moving to the bottom or top of the screen. I have not found way to fix this problem completely yet.
  • Changed few item names. For example, parts that give armour now are called armoured.
  • Fixed savior achievement, now it will track secure regions correctly.
  • Aegis achievement is now easier, but in future there will be perfect aegis achievement, which will be as hard as old aegis.
  • Ultimate destroyer achievement is now harder.
  • Fixed Spacehip typo that was on Spaceship button. Yep, it was right there since version 0.3.0, it's in screenshots, in trailer, everywhere. To those who noticed - well done! =]
  • It should be easier to avoid enemy shots now. But it doesn't really matter.

Because tomorrow I'm starting to work on new combat system!

 

8324719_orig.png

 

Ever since release of the alpha version, I've got many different comments.
But all that feedback can be summarized to everything is great about Sector Six, except combat.

And now it's time to fix it!
Combat overhaul is going to be the biggest Sector Six update ever, that will completely change the way game is played.

Here's my plan:

  • Eliminate ability spamming and encourage player to use many different abilities by adding cool-downs to abilities.
  • Make player and enemies fire in many different angles, to make combat less horizontal and less repetitive. I also want to make combat more skill based. There might be abilities that will require player to pass precise aiming/timing mini-games to be activated.
  • Make enemy part breaking more than just decorative effect. Enemies will have weak spots, destroy-able weapons, explosive cores, fragile armour, etc.
  • Make enemies use abilities just like player. Some of these abilities will be so powerful, that player will have to use complex ability combinations to survive them.
  • Make abilities have unleash chance. When ability gets unleashed, it's effects become stronger or even change completely. Abilities can be unleashed only if they are upgraded to level 5 or higher, encouraging ability upgrading.
  • Make fusion abilities. These abilities will be only activated, if player uses three specific abilities in a row. For example if you activate unleash weapons, then beam shot and finally reveal weakness abilities, reactor overload fusion ability will be activated. Fusion abilities can also be unleashed, if you add fusion unleash chance boosting parts to your spaceship.
  • Add attributes. In classic RPG's there are usually some sort of attributes, like strength, intellect, wisdom... I want something like that in Sector Six, to increase depth of both ability upgrading and spaceship building.
  • Add shield mechanic. Since in Sector Six spaceships keep increasing in size, in higher levels it becomes impossible to avoid enemy projectiles. To solve this problem, there will be abilities that will put shield around spaceship, that will prevent spaceship from taking damage. To make shield not too good, some enemies will be able to break shields. There will also be shielded and shielding enemies. And so, I will be able to give player abilities that break enemy shields. Possibilities are unlimited!
  • Make abilities interact with other abilities. I want abilities to work like cards in Hearthstone and other card games. For example, some abilities will have negative effects, that player will be able to counter using other abilities. Spaceship damaging, high damage dealing ability will not damage spaceship if it will be activated after activating shielding ability. Then shield provided by shielding ability can be detonated to deal extra damage to enemies. Which will activate fusion ability. Which will be unleashed, destroying everything!
  • Make non-weapon spaceship parts as useful as weapon parts.
  • Make bosses more interesting and less broken.

That's just bunch of ideas, but I hope I can make them work.
Whatever happens, I promise that combat overhaul will make combat at least a little better!

Until next time!
Don't forget to tell me if something is wrong.
​Especially if something is wrong with new save system.
There's huge chance that I didn't noticed some big problem!

 

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#62 Zuurix

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Posted 03 January 2016 - 07:30 PM

Echo #19

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#63 Zuurix

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Posted 10 January 2016 - 08:47 PM

Echo #20


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#64 Zuurix

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Posted 17 January 2016 - 07:36 PM

Echo #21: New combat test is coming soon!


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#65 Otyugra

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Posted 24 January 2016 - 03:02 AM

I still plan to play this one day. When I do, I'll give it a lengthy review (unless you don't want me to).

 

I think it is really admirable that you care so much about updating those who are interested in the game with promotional gifs and full articles. I absolutely wish you the best on your game!


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r7sNbRa.png  (Nitemare38 = Otyugra)

 

Two and a half years of game development taught me the joy of making something unique and unconventional. It is not good enough to make a game fun when there are way too many other freeware games that make fun their selling point.


#66 Zuurix

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Posted 24 January 2016 - 08:01 AM

I still plan to play this one day. When I do, I'll give it a lengthy review (unless you don't want me to).

 

I think it is really admirable that you care so much about updating those who are interested in the game with promotional gifs and full articles. I absolutely wish you the best on your game!

 

The longer you wait, the better game gets, so take your time =]


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#67 Zuurix

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Posted 24 January 2016 - 06:19 PM

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I've been working on new combat system for a month now and I feel like it's time to show what I've done, before continuing combat overhaul.

It's an early version, a mere prototype of a new combat system, so beware of unfair difficulty, poor balance, unfinished graphics, unfinished abilities, wrong sound effects and glitches!

So, what is exactly different in test version?

​Difficulty. 
I'm trying to make combat more interesting, more complex and, automatically, more difficult.
Enemies now can use really powerful abilities, that could easily destroy unprepared player!
Right now game is very hard, even unfair, but I intend to lower difficulty at least a little in future.

 

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Controls.
Now you move spaceship using arrow keys and activate abilities by pressing or holding 1-9.

Shields.
Now player and enemies can activate shields. Shields soak all the damage, which means that while shield is active, you don't take damage!
Activate your shield by pressing 3, when enemies fills screen with more missiles than you can avoid! To remove enemy shields, press 4. This ability is also useful for destroying probes.

 

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Ability unleashing.
Now abilities have chance to be unleashed, if they are upgraded to level 5 or higher.
When ability is unleashed, it's behavior changes, for example, your basic attack ability will release additional missiles, doubling or even tripling damage dealt by that ability! Currently only 2 of 5 abilities can be unleashed. In future every ability will have unleashed form! This is like critical hits in other games, just more interesting.

Attributes.
Attributes work like uncapped passive abilities. They increase damage, reflect chance, unleash chances and armour.

 

6915585_orig.png

 

​Destroying breakable enemy segments matters.
Destroy them to weaken enemies.

Ability cooldowns.
Abilities now have cooldowns instead of ether cost. In future abilities will also use ether, but for now cooldowns are enough.

New part properties.
Parts now can increase ability unleash chances and attributes.

 

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​Tips?

Use ability 2 to deal a lot of damage to enemies. Keep it for hard enemies, because it has long cooldown.

 

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Ability 5 repairs your spaceship, use it as often as possible.

Use shield ability only if necessary! 
It protects you only for 3 seconds, so you don't want to waste it on attacks you can avoid.

And that's all!

Don't forget to tell me what you think about new combat system, because it's the main reason why I started this combat test! Especially if you played Sector Six before.

 

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PS.: You cannot do tutorial and most of the missions in the test version. Simply because they are incompatible with new combat system yet.


Edited by Zuurix, 24 January 2016 - 06:20 PM.

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#68 omar_almighty

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Posted 25 January 2016 - 04:26 AM

Already feels like something i'd buy on steam. Feels solid! :)


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Try out my alpha here! >>>>>>>>>>>>>>>>>>>>http://gmc.yoyogames...10#entry4904774

Check it out on Game Jolt!>>>>>>>>>>>>>>>>http://gamejolt.com/...pancakes/120634

Check out a FREE older project on the Play Store >>>>>>>>>>>>>>>>> https://play.google....ghostpoke&hl=en

Follow me on Twitter :) https://twitter.com/omar_almighty


#69 AndyWeller

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Posted 25 January 2016 - 04:49 AM

Wow what a great game, looks amazing.

 

Just started out in GMS and this has only made me want to try even harder.


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#70 Zuurix

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Posted 25 January 2016 - 06:39 AM

Thanks guys!


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#71 Zuurix

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Posted 31 January 2016 - 06:01 PM

Echo #22: Difficulty, weapons and future


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#72 Zuurix

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Posted 07 February 2016 - 08:53 PM

Echo #23: A quiet week

 

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#73 DIAMOND SOFT

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Posted 09 February 2016 - 08:33 AM

Looking better


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#74 Zuurix

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Posted 09 February 2016 - 08:54 PM

Looking better

 

I'm glad you like it =]


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#75 Zuurix

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Posted 14 February 2016 - 08:54 PM

This week was very good for Sector Six, because I have managed to implement key remapping or as I call it, control customization system, bring back ether to the game and began updating technology interface.

I also ran few long tests and I was very happy to find out, that all those game systems are finally starting to work!

It seems that my attempts to improve game by making parts rarer, preventing level from giving armour, limiting weapons, etc, were not waste of time.

Anyway, when new abilities came out, they didn't required ether to use them.
Well, evil laugh, now they do!

Even better - ether doesn't regenerate anymore!

Regeneration is a disgusting mechanic.
It makes being idle in the game into something you might consider doing!
That makes no sense, considering that the games are here mostly to fight boredom!

Regeneration was extremely harmful to Sector Six, because hiding from enemies and waiting for armour, ether or alloy container charges to regenerate was very easy.

In the past I have removed armour regeneration.
Now I removed ether regeneration.
In future alloy containers with regenerating charges will also disappear!

Regeneration will be completely replaced with generation when you destroy enemy or demolish ruins. Or initial generation for ether and alloy container charges.

With ether regeneration gone, all ether providing parts became much more useful, making spaceship building more fun than ever.

Ether rework had huge impact on the gameplay, but it's minor change compared to the fact that Sector Six now has perfect controls!

How? You can now go to settings and change movement, ability, dialogue and alloy container keys to almost any key on the keyboard!

For those who are interested in making key remapping in their games, here's how I did it:

First, I had added bunch of buttons for every control in game.

If, for example, you press container use button and then press T on keyboard, container use key will be remapped to T.
 

4930711_orig.png

 
​When you click button, the variables mode_remap and selected_key are set.
For example, if you click container use button, selected_key is set to 14. 

These variables are then used in the press any key event.

/// Press < any key> event

if mode_remap = true
{
    if scr_check_key() = true
    {
        mode_remap = false;
        switch(selected_key)
        {
        case 1:     movement_up =          keyboard_lastkey; break;
        case 2:     movement_down =     keyboard_lastkey; break;
        case 3:     movement_left =     keyboard_lastkey; break;
        case 4:     movement_right =    keyboard_lastkey; break; 
        case 5:     ability_1 =         keyboard_lastkey; break;
        case 6:     ability_2 =         keyboard_lastkey; break;
        case 7:     ability_3 =         keyboard_lastkey; break;
        case 8:     ability_4 =         keyboard_lastkey; break;
        case 9:     ability_5 =         keyboard_lastkey; break;
        case 10:    ability_6 =         keyboard_lastkey; break;
        case 11:    ability_7 =         keyboard_lastkey; break;
        case 12:    ability_8 =         keyboard_lastkey; break;
        case 13:    ability_9 =         keyboard_lastkey; break;
        case 14:    container_key =     keyboard_lastkey; break;
        case 15:    dialogue_key =      keyboard_lastkey; break;
        case 16:    engine_key =        keyboard_lastkey; break;
        }
    }
}

scr_check_key
 script is here to prevent people from remapping to keys like caps lock and screen capture.

/// scr_check_key()

var allow = false;

switch(keyboard_lastkey)
{
case vk_left: allow = true; break;
case vk_right: allow = true; break;
case vk_up: allow = true; break;
case vk_down: allow = true; break;
case vk_enter: allow = true; break;
case vk_space: allow = true; break;
case vk_shift: allow = true; break;
case vk_control: allow = true; break;
case vk_alt: allow = true; break;
case vk_backspace: allow = true; break;
case vk_tab: allow = true; break;
case vk_home: allow = true; break;
case vk_end: allow = true; break;
case vk_delete: allow = true; break;
case vk_insert: allow = true; break;
case vk_pageup: allow = true; break;
case vk_pagedown: allow = true; break;
case vk_f1: allow = true; break;
case vk_f2: allow = true; break;
case vk_f3: allow = true; break;
case vk_f4: allow = true; break;
case vk_f5: allow = true; break;
case vk_f6: allow = true; break;
case vk_f7: allow = true; break;
case vk_f8: allow = true; break;
case vk_f9: allow = true; break;
case vk_f10: allow = true; break;
case vk_f11: allow = true; break;
case vk_f12: allow = true; break;
case vk_numpad0: allow = true; break;
case vk_numpad1: allow = true; break;
case vk_numpad2: allow = true; break;
case vk_numpad3: allow = true; break;
case vk_numpad4: allow = true; break;
case vk_numpad5: allow = true; break;
case vk_numpad6: allow = true; break;
case vk_numpad7: allow = true; break;
case vk_numpad8: allow = true; break;
case vk_numpad9: allow = true; break;
case vk_multiply: allow = true; break;
case vk_divide: allow = true; break;
case vk_add: allow = true; break;
case vk_subtract: allow = true; break;
case vk_decimal: allow = true; break;
case ord("1"): allow = true; break;
case ord("2"): allow = true; break;
case ord("3"): allow = true; break;
case ord("4"): allow = true; break;
case ord("5"): allow = true; break;
case ord("6"): allow = true; break;
case ord("7"): allow = true; break;
case ord("8"): allow = true; break;
case ord("9"): allow = true; break;
case ord("0"): allow = true; break;
case ord("Q"): allow = true; break;
case ord("W"): allow = true; break;
case ord("E"): allow = true; break;
case ord("R"): allow = true; break;
case ord("T"): allow = true; break;
case ord("Y"): allow = true; break;
case ord("U"): allow = true; break;
case ord("I"): allow = true; break;
case ord("O"): allow = true; break;
case ord("P"): allow = true; break;
case ord("A"): allow = true; break;
case ord("S"): allow = true; break;
case ord("D"): allow = true; break;
case ord("F"): allow = true; break;
case ord("G"): allow = true; break;
case ord("H"): allow = true; break;
case ord("J"): allow = true; break;
case ord("K"): allow = true; break;
case ord("L"): allow = true; break;
case ord("Z"): allow = true; break;
case ord("X"): allow = true; break;
case ord("C"): allow = true; break;
case ord("V"): allow = true; break;
case ord("B"): allow = true; break;
case ord("N"): allow = true; break;
case ord("M"): allow = true; break;
}

return allow;


So, that's basically it.
Of course, you also need to make game respond to the key variables:

if keyboard_check(movement_up)
{
x -= 1;
}


Instead of:

if keyboard_check(vk_up)
{
x -= 1;
}


And the hardest part is probably to make the interface, but since every game has different interfaces, it's up to you.

But here's something that might help you do that:

/// scr_return_key_string(key)

var key_string = "";

switch(argument0)
{
case vk_left: key_string = "Left"; break;
case vk_right: key_string = "Right"; break;
case vk_up: key_string = "Up"; break;
case vk_down: key_string = "Down"; break;
case vk_enter: key_string = "Enter"; break;
case vk_space: key_string = "Space"; break;
case vk_shift: key_string = "Shift"; break;
case vk_control: key_string = "Ctrl"; break;
case vk_alt: key_string = "Alt"; break;
case vk_backspace: key_string = "Backspace"; break;
case vk_tab: key_string = "Tab"; break;
case vk_home: key_string = "Home"; break;
case vk_end: key_string = "End"; break;
case vk_delete: key_string = "Delete"; break;
case vk_insert: key_string = "Insert"; break;
case vk_pageup: key_string = "Page up"; break;
case vk_pagedown: key_string = "Page down"; break;
case vk_f1: key_string = "F1"; break;
case vk_f2: key_string = "F2"; break;
case vk_f3: key_string = "F3"; break;
case vk_f4: key_string = "F4"; break;
case vk_f5: key_string = "F5"; break;
case vk_f6: key_string = "F6"; break;
case vk_f7: key_string = "F7"; break;
case vk_f8: key_string = "F8"; break;
case vk_f9: key_string = "F9"; break;
case vk_f10: key_string = "F10"; break;
case vk_f11: key_string = "F11"; break;
case vk_f12: key_string = "F12"; break;
case vk_numpad0: key_string = "Numpad 0"; break;
case vk_numpad1: key_string = "Numpad 1"; break;
case vk_numpad2: key_string = "Numpad 2"; break;
case vk_numpad3: key_string = "Numpad 3"; break;
case vk_numpad4: key_string = "Numpad 4"; break;
case vk_numpad5: key_string = "Numpad 5"; break;
case vk_numpad6: key_string = "Numpad 6"; break;
case vk_numpad7: key_string = "Numpad 7"; break;
case vk_numpad8: key_string = "Numpad 8"; break;
case vk_numpad9: key_string = "Numpad 9"; break;
case vk_multiply: key_string = "Numpad *"; break;
case vk_divide: key_string = "Numpad /"; break;
case vk_add: key_string = "Numpad +"; break;
case vk_subtract: key_string = "Numpad -"; break;
case vk_decimal: key_string = "Numpad ."; break;
case ord("1"): key_string = "1"; break;
case ord("2"): key_string = "2"; break;
case ord("3"): key_string = "3"; break;
case ord("4"): key_string = "4"; break;
case ord("5"): key_string = "5"; break;
case ord("6"): key_string = "6"; break;
case ord("7"): key_string = "7"; break;
case ord("8"): key_string = "8"; break;
case ord("9"): key_string = "9"; break;
case ord("0"): key_string = "0"; break;
case ord("Q"): key_string = "Q"; break;
case ord("W"): key_string = "W"; break;
case ord("E"): key_string = "E"; break;
case ord("R"): key_string = "R"; break;
case ord("T"): key_string = "T"; break;
case ord("Y"): key_string = "Y"; break;
case ord("U"): key_string = "U"; break;
case ord("I"): key_string = "I"; break;
case ord("O"): key_string = "O"; break;
case ord("P"): key_string = "P"; break;
case ord("A"): key_string = "A"; break;
case ord("S"): key_string = "S"; break;
case ord("D"): key_string = "D"; break;
case ord("F"): key_string = "F"; break;
case ord("G"): key_string = "G"; break;
case ord("H"): key_string = "H"; break;
case ord("J"): key_string = "J"; break;
case ord("K"): key_string = "K"; break;
case ord("L"): key_string = "L"; break;
case ord("Z"): key_string = "Z"; break;
case ord("X"): key_string = "X"; break;
case ord("C"): key_string = "C"; break;
case ord("V"): key_string = "V"; break;
case ord("B"): key_string = "B"; break;
case ord("N"): key_string = "N"; break;
case ord("M"): key_string = "M"; break;
}

return key_string;


It turns, for example, movement_up variable into "Left" string.
You can use it like this:

/// Draw event

draw_text(x,y,scr_return_key_string(movement_up);

This could be useful.

So, until next week!
​I hope it will be as good as this one!

PS.: <3
 
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#76 Zuurix

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Posted 21 February 2016 - 07:00 PM

Echo #25: Pause system!


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#77 Zuurix

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Posted 28 February 2016 - 08:19 PM

Echo #26: New boss!


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#78 Zuurix

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Posted 06 March 2016 - 11:01 PM

Echo #27: Armoured colony seeker

 

This week I was working on the new boss!

It was very challenging!

First, I had to fix evasive problem with enemy segments.
Turns out enemy segments weren't scaling with level.

Secondly, my idea of making armoured colony seeker have a lot of breakable segments didn't work. No matter how many segments I added, it didn't made boss fight fun enough.

Then I decided to add just few segments and change how armoured colony seeker looks.

Then I caught nasty virus! No, not computer virus.
It took me out of development for two days.

After I got back from hospital, the boss development has turned into painful code-test-scrap-repeat cycle.

I have made new sprite for the armoured colony seeker and then began working on it's abilities and breakable segments.

Segments kept getting in wrong positions, abilities kept being too punishing or not exciting and so on.

But despite these problems, boss should be finished by the end of next week!

Now, I feel a need to thank the awesome people, who play my game, read my echos and leave good comments about Sector Six!

It really helps me to work!
As long as I have so many cool people supporting my game, I can do anything!

So, thank you all for support and until next week!

PS.: Yes, the boss is called armoured colony seeker.

 

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Edited by Zuurix, 06 March 2016 - 11:02 PM.

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#79 Zuurix

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Posted 13 March 2016 - 10:35 PM

Echo #28: Armoured colony seeker, part 2

 

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Edited by Zuurix, 13 March 2016 - 10:35 PM.

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#80 Jayman911

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Posted 14 March 2016 - 12:12 AM

Just tried this for the first time - I love it!  Nice work!

 

I would say my initial feedback is that i found the controls a bit jumpy.  I often found myself moving up or down to avoid a missile, but would end up moving too far and hitting another missile.  It might just take some getting used to though.  Also, i really like the dusty/gassy looking background.  Since your ships and playable objects are all silhouettes, you could technically add other colors than the dusty beige.  It might be good to change it up on some levels.  Just a thought.  It's very atmospheric.

 

Keep up the good work - i'll be following your game's progress!  :)


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#81 Zuurix

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Posted 14 March 2016 - 08:44 AM

Just tried this for the first time - I love it!  Nice work!

 

I would say my initial feedback is that i found the controls a bit jumpy.  I often found myself moving up or down to avoid a missile, but would end up moving too far and hitting another missile.  It might just take some getting used to though.  Also, i really like the dusty/gassy looking background.  Since your ships and playable objects are all silhouettes, you could technically add other colors than the dusty beige.  It might be good to change it up on some levels.  Just a thought.  It's very atmospheric.

 

Keep up the good work - i'll be following your game's progress!   :)

 

As you hold movement keys, spaceship speed increases and when you release, it quickly decreases to zero. This makes spaceship movement smooth.

But yeah, it makes everything harder to avoid, although, you can get used to it.

If I'll find better way to control spaceship that still feels and looks good, I'll change it.

 

I have big plans for the backgrounds - parallax effect, distant explosion glows, meteor rains, etc.

And color! Middle of the background will be colored, while edges of it will keep that dusty beige color.

I tried to color the entire background, but it was clashing with the game's style, so this might be the only solution.

 

Thanks for playing and feedback =]


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#82 Zuurix

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Posted 20 March 2016 - 09:39 PM


Due to bad financial situation of my family, I might have to get a job.
For few months or longer.
That means like two hours of Sector Six development per day max, which will postpone beta, Greenlight and basically everything.

​Theoretically I could start IndieGoGo campaign and push job away for few months.
If I could get few months, I could prepare Sector Six for commercial releases.
And with game being sold, maybe I would be able to avoid job.
But I hate having to beg people for money, especially because I know my campaign would suck.

So, if I'll get a job, I'll try to develop on my free time and start selling game as soon as possible.
If I won't, I'll start IndieGoGo campaign and hope for the best.

Continuing with bad news!

I quit school. Well, it's actually good news, more time for everything.
Except that now I might have to go to army, which would postpone Sector Six completely for like 9 months. Becoming a trained guy before world war 3.0 is not awesome either.

Also, I'm still not done with the boss.
Because I had to fix my computer again, because boss had nasty glitch I couldn't fix for some time, because making boss guardians takes so much time, because abilities for boss and guardians had to be remade several times, because...

I know this sounds pretty bad. Especially after all those echoes saying that everything is going great.
Things change creepily quickly.

Anyway, armoured colony seeker is going to be best boss I have ever made.
And that means it's going to be pretty good!

This week I spent a lot of time working on second boss guardian, gatherer.
Gatherer is pretty interesting enemy, it has a lot of armour, but most of it can be chipped away by destroying segments.

So, uh, until next week, maybe I'll have better news next time!
 
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#83 Zuurix

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Posted 27 March 2016 - 08:53 PM

Echo #30: Great news! Game update, Steam Greenlight, Kickstarter and more!

 

This time I got pretty good news!
Big things are going to happen to Sector Six soon!

Since I am unable to get the money any other way, in order to keep electricity and finish Sector Six, I am going to start selling game as soon as possible.
So, here's what's going to happen...

Sector Six update.

First I am going to release new version of Sector Six.
This will happen very soon!
New version features vastly improved combat system, new abilities, improved graphic, pause and key remapping system, epic new boss and more!
Since I didn't had enough time to make them compatible with new combat system, new version will have no tutorial and story missions.
And maybe some other problems.
But all problems will be fixed ASAP.

Sector Six on Mac and Linux.

With update, I will upload additional Sector Six versions for Mac and Linux! 
Hopefully that will allow more people to enjoy Sector Six.

Sector Six Kickstarter campaign.

Kickstarter campaign may be my only chance to finish Sector Six!
People who will donate, will earn awesome rewards, including Sector Six Steam key!

Sector Six Greenlight.

Sector Six is going to Steam Greenlight!
Ever since I began developing Sector Six, my biggest goal was to get it into Steam store.
Many people wanted for Sector Six to be uploaded to Steam Greenlight and this is finally going to happen.

Support Sector Six!

Soon I will need some serious help, so keep an eye out for updates, join Sector Six Steam group, spread the word and get ready for with Kickstarter and Steam Greenlight campaigns!

Until next time!

 

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Also tagged with one or more of these keywords: desktop, 2d, rpg, action, shooter