gillenew's Forum Posts

  • Thank you

    I still want to greatly improve this art, but for now this is what I could do

  • > was very interesting, the second image reminded me of microscopic organisms (perhaps because the edges merging)

    >

    Thanks

    Nice!! sorry for being so obvious ehehe

    But I enjoyed a lot, I will keep an eye on your project

  • Beautiful concept, and very beautiful immersive environment created. I confess I have a bit of trouble to create space objects and spacecraft in pixel art, but space concept has always attracted me enough then I admire the games made with this theme

  • was very interesting, the second image reminded me of microscopic organisms (perhaps because the edges merging)

  • I started doing this game in Ludum Dare # 30, already has passed a long time and have not yet finalized.

    I was in trouble with my computer, and that next week I should be with a new computer. When everything is ok, I will resume production of this game (also the Sword of Fireheart).

    The story of Waterfly Octus is very simple.

    One day Octus was quiet living your life under the sea when an earthquake shook the ground. Soon some bright golden stars began to fall and Octus was fascinated with those shiny objects, this time Octus begins his adventure to collect those stars by the ocean outside.

    Play the Demo v1.0.0.6 here - https://www.scirra.com/arcade/action-games/waterfly-octus-876

  • just beautiful!

  • Thank you argail when I started making this game, I thought I'd make it to PC, and launch on the greenlit, but I'm to scared for this yet hehehe

    In fact I still need to finish some things, like magic attacks.

  • Dario, a swordsman who lived in a quiet village, back from a trip and finds his village completely frozen, including all people. Now he must look for a way to bring his friends back to normal and save the village.

    Now is on Steam!!

    Thank you all! The game received the Greenlight some time and it was so amazing that I didn’t know what to publish so far. Before being contemplated, I was preparing many new features and improvements to the game, after the news I tried to further streamline the process of improvement in order to show some updates in few time.

    well… after a while, I bring some news ??

    The game now has a dozen improvements, starting with the new interface. The gameplay and mechanisms have also been improved to accommodate better the story and give more fun and comfort to the player.

    The game is also being implemented to work entirely with joypad controller (if the player wants), or keyboard and mouse.

    soon we will launch the early access, check our store for more details > http://store.steampowered.com/app/503490/

    The whole game is done through clicks, my intention from the beginning, is to leave the very similar gameplay with Ragnarok, and create a reason for the player to explore the story as it evolves his character and learn battle strategies.

    Dario, the protagonist, has the ability to attack with swords, and as he gains experience and level, it can distribute attribute points to 6 types of attributes, namely:

    Force [STR] – Add more power to attacks.

    Agility [AGI] – Increases the ability to dodge some attacks, and increases your movement speed.

    Vitality [VIT] – Increases the maximum HP, HP amount and the speed per second recovered at idle.

    Intelligence [INT] – Increases the power of magical attacks, MP amount and the speed per second recovered at idle.

    Dexterity [DEX] – Increases the speed of the player’s physical attacks.

    Lucky [LUK] – Increases chance to critically strike.

    The equipment add attributes to the player which can be defense (Def), attack force (Atk) or points of Agi, Int and Dex.

    The blue color represents items to the head;

    The color red are weapons;

    Purple color represents accessories;

    The brown color are items for the body;

    The gray are items to the feet

    The player can carry up to 5 different items in your bag.

    To use an item you must click two times on the desired item icon. If you can't use the item, nothing will happen.

    Items with Hp + are responsible for healing the player’s life.

    Items that are not green, when clicked are sent to the equipment inventory.

    Crystal item will save the game whenever the player is not being attacked or pursued.

    Key items will only work when the player is close to locked doors.

    There are 3 classes of creatures: peaceful, neutral and aggressive.

    Peaceful only attack you when you attack them, otherwise they live freely without disturbing anyone.

    Neutral are almost identical peaceful, but if one creature is attacked, all the others that are seeing the player will attack too.

    Aggressive always attacks when given the opportunity, so is good be careful with these creatures.

    The creatures also have defense, attack and agility points. The defense points will leave the sturdy creature against the player attacks. Attack points increase the creature’s attack force and agility points increase movement speed and creature’s speed attack.

    Every creature will give a sum of different experience for the player, usually the sums will be higher for more dangerous creatures.

    Also when defeated, the creature will drop an item, every kind of creature leaves a different item, therefore the player will have to defeat them all if want items.

    This game is the first RPG I’m doing, so I thought I’d be more economical in the proportions and amounts of things.

    In total there are 11 maps with different sizes, themes, items and monsters, and the overall story of the game is very short, I want to create sequences of chapters for each game, explaining the full history of the Sword of Fireheart universe. We can say this is the first chapter of the sequence

    I always had this dream of creating an RPG game, but only with my wife encouraging me I managed to create something amazing. So I dedicate all this game to her :3

    Gillenew – Artist, sound designer and programmer.

    Rayane (my wife) – Screenwriter, art helper and my heart (Gillenew).

    Official Devlog: http://gillenew.com/swordoffireheart/

    Facebook - https://www.facebook.com/swordoffireheart/

    Twitter - https://twitter.com/swordoffirehear

  • Anonnymitet - Games for mobile usually short-lived, and the vast majority are casual games for casual gamers, but there are fun too in mobiles. Although I confess that I never had so much fun in a mobile as a PC with a game.

    tunepunk - My problem with the screen size, it's that I do very little for the pixel art become more easily manipulated, but depending on the size (very varied) are black edges around the application and the screen is reduced, to display the screen fitting better I have to leave the Letterbox scale option (not Letterbox integer scale) on, but for pixel art it will distort the pixels of non-proportional basis, generating not very nice distortion. ]

  • PM sent

  • mannygill99 thank you :3

  • amazing work on game flow

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  • JessieMcguire - yes, it is something terrible when it will analyze

    Anonnymitet - thanks for the compliment. I also have my frustrations with IOS but also with Android at the time of publishing, but the issue of screen size, I particularly look try vary my screen sizes, so I haven't stayed in a single scale and this problem is only noticed in mobiles.

    I don't know what the real trouble to put a game on steam through the greenlight, I already own my account greenlight paid and can release a game for it whenever I want. Do you believe it is the best option for those who like to develop games and not want to have a lot of headaches with the current mobile market?

  • I'm with this question lately, and it is consuming me.

    On the one hand I love the PC platform because I don't have many limitations of hardware or inputs, but the mobile version is easier and faster to be made, since we do not create a mobile game too complex.

    I'm lately also facing serious problems with the size of the screens for the games, I'm using pixel art for practically all my current work, and so the text must have a minimum size to be able to be displayed right, and pixel art is not very cool when it stretches the screen without proportions (the diversity of mobile screen sizes is ridiculous).

    That's it, if you can help me to illuminate this question I will be eternally grateful! :3

  • I'm confused, focus on mobile or PC for my next games?