LDC Studios's Forum Posts

  • It's been a long time since this thread was used, but I've finally come to the point where I need to apply this function to my project. I've been digging through tutorials and trying everything that I can, but I can't seem to get the stats from Part 1 of my game to load onto Part 2. Could somebody load 2 capx files, one file with an alterable variable and the other with a function that loads the variable? I haven't been able to find anything like this in tutorials so if somebody can help out that would be awesome!

  • Update!

    A decision has finally been made for the distribution of Grave Prosperity: Redux. Due to many additions and changes in assets, each part of GP: Redux will be sold at $1.99 USD. Originally the game was going to be free, but there has been so much more put into the project than I ever expected there to be.

  • NEWS & UPDATES!

    Since the release of the demo, people have been giving some pretty positive feedback, but for some reason it still felt like something just wasn't quite there.. After making the playthrough videos for the demo, I realized the issue was in responsiveness to reaction time. Not in the sense of low framerate, but in the way of having to allow certain animations to run completely before making another move.

    So to fix this issue I set up an "attack cancellation system." Teleporting enemies and counter attacking ones could make combat feel a bit unfair when Amber is in mid attack and cannot break out of her animation to dodge or block. So to fix this, the attack cancellation system will allow you to break out of mid attack and dodge or put up your guard. Now the only reason to take damage is due to difficulty rather than unfairness.

    Another addition is the ability to choose to walk or sprint. Previously in the demo, Amber could either only walk or only sprint. When she is unarmed, walking is the only option. And when she becomes armed, she could only run. Now, after getting your first weapon, you can choose to walk or run at any time. The running animation has also bee modified.

    The final point of interest for the current upgrades is a modification to killing your enemies. Now, for smaller creatures, depending on the attack that lands the finishing blow during a combo, an enemy can either be decapitated or cut completely in two. This tends to make surviving an encounter a little more gratifying.

    This is it for the mentionable upgrades and changes, but there are plenty more to be seen in-game when Part 1 is released!

  • Wow thank you, that's very nice! And yes, Marissa Lenti has done an amazing job with her part as Amber on this project. Resident Evil has played a very big part in the ways I have gone about some of the design aspects. I haven't decided yet if I will be using indicators to signify intractable objects or not. I know most modern games are like that, but I feel like it may take away from the investigative nature of the game. I want players to look for items and irregularities in the environment instead of on-screen prompts. If you want to see the demo in its entirety, here is a complete playthrough with all cutscenes and exploration included:

    Thank you again for your compliments! I look forward to having Part 1 released very soon!

  • This is a full playthrough of the Grave Prosperity: Redux Demo. The beginning is all exploration and scene setting. For those who want to see action, it picks up at 15:00. There's a little lag in some of the recording at times, but this is the demo I released back in October! Enjoy!

  • This is the official walkthrough for the Grave Prosperity: Redux Demo that was released on October 31st 2014.

    In an attempt to keep the walkthrough as linear as possible, all cutscenes have been skipped and exploration is kept to a minimum.

    The gameplay, visuals and audio present in this demo do not represent the final product of this game.

  • Thank you!

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  • DrewMelton

    Absolutely! Zbrush is an incredible tool that I should really get again. Talk about making top notch models with that program. But as you said with importing 3D rendered sprites, the poly count doesn't matter so they can be as detailed as we want! I'm still young in my game design life though, so maybe one day I'll move on to using bigger and better things for future projects.

  • Seeing how you did some of your sprite animation work has actually made me want to begin a new game of my own using your style! Thank you for the hard work you put into your projects and for inspiring me to expand my own horizons!

  • We'll see if it's what people want pretty soon! Here's hoping!

  • beautiful work, is too well done!

    I want to see further progress

    Thank you! This scene nearly marks the end of Part 1 for the game. As soon as it is complete I will have the first complete chapter out and ready to play!

    Very good work I like it!! now I don't have a controller with me but I will try it...

    just one question....

    why you don't use Unity?

    I see a lot of works in 3d, Unity isn't too much complicate... I mean, all of those screenshot/video/background are from your work in 3d right? if you have all asset ready, you can actually make a level in 3d with a good prospective camera...

    for me would be more difficult to import all asset and make everything in 2d with construct2...

    I would like to see how can be in Unity

    Not to worry! I am going to go ahead and add in Keyboard support for the release of Part 1. I've had so many people asking for it that by this point I simply can't say no. with that said, I would still highly recommend using a controller if you're able to. Otherwise it will be like playing a Ninja Gaiden or Devil May Cry game with a keyboard. Seems kind of impossible, but hey, I grew up on consoles so I really don't know if it's doable.

    As far as Unity goes... I would absolutely love to use it but I would have to have a team with me in order to make it happen. I am literally programming handicapped and have simply never been able to get a grasp on it. Plus Amber's model alone has well over 100,000 polygons and I would need a good decimator program and somebody to reset the UVs and even set up normal maps... Basically all the models would have to be redone from the ground up in order to be 3D friendly. If I had a team though, and the money to pay said team, you could bet I would be taking this game into a 3D world. Until then, Construct 2 is a perfect fit for my own limitations, as I can work a project alone and only pay for assets and actors.

    Wow, that's something new. Looking really good!

    -Gleison

    Thank you! Every engine I work on I always like to try and bring something new to its community.

  • After about a month of hard work and maybe just a little bit of procrastination, I finally have a new video clip to show exactly what I have been up to since around Christmas time! The link below is a portion of the scene where Amber meets Gabriel. It's about 90% complete at this point, and it is also easily the longest cutscene I have ever made for any of my games.

    Next video I post will be gameplay instead of cinematic. I have just gotten a bit ambitious with this particular project.. Enjoy!

  • After about a month of hard work and maybe just a little bit of procrastination, I finally have a new video clip to show exactly what I have been up to since around Christmas time! The link below is a portion of the scene where Amber meets Gabriel. Enjoy!

  • This screen and the one from my previous post are both a part of the same scene where we finally meet Gabriel Pryst (The 3rd character that was never introduced in the RPG Maker).

    At the moment this particular cutscene is already over 30 seconds long! This will be the longest cutscene where two characters are engaged in dialogue that I have ever made!

  • gillenew Oh wow that looks really cool! I've been wanting to make my next project an RPG game, so those images are a great insight into a way to go about it!