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Modulo: Xeno
Sunday, May 18, 2014
May 2014 Xhelos Status

As you know, Xhelos its a proyect that has been developed since 7 years ago. To accelerate the programing of the game, its time to see this in a professional way..

So I have decided this:

  • We should foucs all our resources in Imbasion, the webgame that we are building using Construct2. the objetive of this is to know more about game development as a team. Also we are going to try all the ways to market games in internet. We expect that this proyect is going to give us more knowledge in our current status.
  • When Imbasion get to a stable version, we are going to focus all our efforts and time to finalize Xhelos. Also I plan to use Construct2 and the fluid animation that it give, in some interfaces from Xhelos

So, we have been working hard for this game and be sure that we are going to launch Xhelos in a nearby future. Keep coming!.

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Modulo: Xeno
Wednesday, May 14, 2014
Imbasion Updated!

After killing some strange bugs, here it's in all its glory : IMBASION V1.2.

Go ahead and try the game, please tell me what would you feel abducting humans in our Facebook page or leave a message in this article.

Hope you enjoy it!

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Modulo: Xeno
Sunday, March 30, 2014
Xhelos State in 2014

This is a small update. Lets say our game development vacation is over and we are going to continue 3 objetives in this year:

And wel... let's do some games this year. and try Construct2, I aprove it :D!

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Modulo: Web
Monday, November 18, 2013

Continuing the Development of the game idea, here are some images of the game. I have change the name of the game to IMBASION, let's see how it works...


Abducing a cow and Joe, the human specimen

Level Selection


Weapon Selection

The boss of the level before throwing his special power

For now I have the basic framework of buying stuff, I need to finish some more new levels and launch an official version, but what the heck, here's the Beta version  so you can test it an comment it on facebook :D. 

PD:  Its just a Beta and I really need to polish a lot of thing. dont take it as a finished game.

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Monday, September 23, 2013
Game Idea with Construct2

Dear readers, I had the need to test new framework for Game Development, to improve the speed of development in Xhelos.

I have been thinking on ways to improve the code of the game in the backend and the way Im developing Xhelos in the front end. Libraries like Doctrine to handle the database, and frontend frameworks like Backbone to improve the interface of the game.

Well, three weels ago I decided to test an IDE for pure HTML5 games development called Construct2, that allow you to create easily and without writing any code, games in Javascript. It doesnt have server support by default but it help you connect to a data font using Sockets or Ajax.

So I will try to develop a simple platform game, to see what things can I do with the tool, specially the connection and extraction of data via Ajax.

Of course the game is going to be freely available via a subdomain of xhelos. If you want any info about the things I have done in Construct2, feel free to tell me about it!.

So far Construct2 seems like an easy tool, specially for making animations in Javascript, a thing that is hard to do in Javascript alone. The title of the game is going to be Invasion :D

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Modulo: Unidades
Monday, September 2, 2013
Units and Weight

As we have commented before, we are developing the part of Unit Transportation between planets and stars. It will be an interesting system that will allow players to control transit routes around the unirverse.

Before we start this part of the project, we needed to end a part of the game that I have been postpone for a long time, the Squadron Creation.

What are Squads

Our Units, the creatures we use to bring pandemonium to other players, can be grouped in Squads, a group of units of the same class. There's a limit of how many units a Squad can have. We can create teams of different squads..

A team of 3 Squadrons, one with 4 units and the other 2 with six units.


Weights and Squads

To control the maximun limit of unit per squad,  we created a player property  called Maximun Weight per Squad.It start with 1000 Kg but can be expanded with researchs.

Now as we use biomes to create a unit, each biome comes with a weight and the sum of different biomes are going to give us a final weight for the unit. For example if a creature we have just created has a weight of 320Kg, you can create a Squad of  3 units, because  3 * 320 = 960 and you still have 40Kg to use (hope this quantity of math doesn't hurt someone). But if we create a unit with 340Kg (20 kilos more), you will only be able to create 2 units in that squad because with 3 units you are going to pass the limit of  1000Kg , 3 * 340 = 1020.

In the red box, we show the maximun quantity of units per squad., together with the weight of the unit. 


Well Squad is a word that Im using to define this unit agrupation, but if someone has a better name, please dont be shy and tell me. Now we have to develop the transport between planets and stars!.

See ya.

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