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Author Archive : Genkido

SeaCrypt 1.1 is now live

Genkido February 17, 2017 SeaCrypt

Today the latest version of SeaCrypt goes live. This update adds elemental weapons and dungeons as described in the previous post, Summoning the elements. In addition to this, difficulty has been decreased a bit by making finding allies, weapons, and enemies more common. A lot of bugs have been fixed as well. Screenshots with the

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Summoning the elements

Genkido February 8, 2017 In development, SeaCrypt

As noted in the app description in all stores, the next version of SeaCrypt will implement elements on equipment, dungeons and enemies to spice up exploration. I will explain it in detail here. Four elements are added into the game: Water, Fire, Wind and Earth. The fifth being Neutral, already implemented but with no effect

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One step forward, two steps back (at the same time)

Genkido October 13, 2015 In development, Labs

Today’s post on the spaceship game (which already has a name but I’m keeping it under wraps for now) is on porting. After numerous run-ins with HaxeFlixel, I decided to port the game to Cocos2d-HTML5 (aka Cocos2d-JS). I’m unconvinced by the state of JS game engines for the web, but if I want the spaceship

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Spaceship Game: Open Beta Season

Genkido October 4, 2015 In development, Labs

Hey everyone, it’s been so long since the last update on the spaceship game! Unfortunately, I’ve been caught up with some work as well as desperately trying to fix a couple of (frequent) crashes happening in mobile. I’ll go into details for any other HaxeFlixel user later, but for now, onto the changes. I’ve added

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Spaceship Game: Mission Status

Genkido September 14, 2015 In development, Labs

Hey everyone! It’s been a super crazy week and one I haven’t had much time to work on the spaceship game. I’ve been trying to fix a super lame bug with the endgame screen where the text was incorrectly placed. I’ve been way too long to fix a simple issue, and I feel really embarrassed

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Spaceship Game: Enemy drops, progress and crystals

Genkido September 8, 2015 In development, Labs

Super long update post for the Spaceship Game! I’ve been working on recording player progress as well as balancing prices and values. A lot of backend fixes and number crunching as well as some tweaks were made. Today, the focus will be on enemy drops! Since destroying baddies is part of the game, I wanted

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Spaceship Game: Destructible Asteroids and Health Bar

Genkido September 3, 2015 In development, Labs

Hey guys! Today’s update to the spaceship game comes with a very requested feature by the game testers: Destructible asteroids. Most of the guys who tested the game insisted that being able to break asteroids into tiny pieces would feel rewarding: And indeed it is! Of course, doing so is no easy task and only

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Spaceship Game: Increased Enemy Resistance

Genkido September 1, 2015 In development, Labs

The spaceship game is coming along nicely: today I implemented different enemy AIs. As of now, baddies will take a shot at you every now and then. They will sometimes aim for you and sometimes just fire forward. Most of the time, they won’t pose much of a threat, but in big amounts they can

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Spaceship Game: Shop Status Bars

Genkido August 31, 2015 In development, Labs

The shop of the spaceship game (no longer a prototype as of now!) has received a small facelift: The status bars that indicate how much of each stat you have are now functional. The background also had some stars added to it, so as to make it prettier. Here is the preview: Math time! The

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Spaceship Prototype: Progress, weapons, TODOs

Genkido August 30, 2015 In development, Labs

Super important post today: the progress mechanic is ready. I’ve been adding a lot of logic to the spaceship prototype so that players can feel what it’s like to advance and test different weapon configurations. Right now, the prototype is set the following way: every two waves the difficulty is kicked up a notch, spawning

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