LemonDROP's Forum Posts

  • I was wondering. Has anyone thought of this yet ? I'm aware construct sets the bar really high for some features and it's really complete, but some simple necessities feel like a hard-to-get result when you have a billion conditions that limit them or enable them.

    In construct you can have a character, for instance:

    -walk

    -run

    -crouch

    -attack

    I need to make conditions within these 4 stances to make it understandable that you can attack while walking. You can attack while crouching. You cannot attack while running, you cannot run while crouching and so on.

    This system can turn quite confusing if your game has a bunch of stances to wich priorities may vary, so I was wondering about branching and if there was a possible way to get it to C2.

    This way you can link which actions are conditioned to a current one, and not make exceptions to every other actions that are not currently 'true'.

    I don't know. This would also make animation workflow much simpler.

  • Kent2D - Grass Tiles — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-tilemaps/kent2d-grass-tiles-210

    <p>I made this tileset based on Sonic the Hedgehog and Mario. They are suppose to feel old school even though each tile has 142x142.</p><p>These are regular grass tiles.</p>

    Use this topic to leave comments, ask questions and talk about Kent2D - Grass Tiles

  • The game's been in development for quite a while now, but I haven't really worked much on it since I lack the time (as I work during the day and only have about 5 hours every night to work on whatever I can). Since I'm making some upgrades on the ingame sprites, I thought it'd be cool to share the old sprites! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Let me know what you think!

    http://www.newgrounds.com/art/view/adec ... ld-sprites

  • Curse of the Bastards has a new Logo!

    You can check out the devlog #8 here! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://curse-of-the-bastards.tumblr.com ... 8-new-logo

  • I really liked the graphics. Let's see how the gameplay will be.

    Are you thinking about something like Castlevania?

    Yeah! It's going to be inspired by Castlevania Symphony of the Night with some influences from Megaman X. More information about it is in the devlog at curse-of-the-bastards.tumblr.com if you don't mind having a look!

    [quote:2h5ym2fx]This is the completed creations forum so where can i play it. Because it looks very good

    Sorry! When I created the topic there was only "DEVLOG" forums. When the forums layout was reformulated this post was redirected to "completed creations" for some reason, but it definetly is not completed. I'd even appreciate it if some admin could move it to the proper area.

  • Hahah thanks for the feedback guys! =DD I do actually have some animations! I'll just take some time to upload them and I'll post them here!

    Here's a little update on what happened the first half of this year that got me and CotB down for a while!

    Just made a new devlog entry explaining what happened and expressing how the game development should go from now on! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://curse-of-the-bastards.tumblr.com ... everything

    Devlog #7 - The remake of… Everything!

    Hey guys! It’s been a while since my last update here, so let’s line up the ducks and pick up where we left off: Through these last months of inactivity I worked on many smaller jobs since I had financial problems pretty much all of the first half of 2014, so Curse of the Bastards had no choice but to wait in shadows. As time went by I learned alot about my own style, I managed to focus on my art and even developed some interesting palettes and animation techniques.

    How that sums up ? Well, in the spawn of a few months I evolved my work to a point where I don’t feel like the old sprites are that cool anymore. Some of them lack concept or are just plain confusing, so I’m going to remake all the sprites.

    NOW? - You ask me,

    No, not now. I’m going to list my priorities and work base to top. The characters are awesome to call attention, but they won’t be implemented so far, so I might aswell keep the old sprites as concepts/previews. The only one I need right now is Bartholomeus because he’s going to be the Main Character (alongside Pitch, but I can program with one or the other and he’s already done).

    SO ? What happens ?

    Simple! My good friend Pedro Medeiros introduced me to a cool tool called Licecap, if you don’t know it you should totally look it up. What it does is it takes a piece of your desktop and turns it to a gif. That way I can update the Devlog even if I’m just programming, showing you guys how animations are working ingame, or the speed/flow of everything.

    How frequent will be the devlog updates ? Cuz… you know…

    I KNOW, I KNOW, I don’t plan on dropping the ball (please God I hope I can keep my money this time), so if everything goes right I’m planning AT LEAST one big boost on the game per month. I’d rather just be realistic and lay the cards on the table that I need to stay alive and Curse of the Bastards won’t generate me any income, at least so far.

    Gee, that sucks, so how does that go ?

    Well, taking from examples such as Shwig and Roxxy, I came up with the idea of using PATREON to make sure you all get updates more frequently and I get some money without having to worry about working as a slave. How it would go is simple: You choose an amount to donate everytime the game has a Content Update, meaning, if you donate 1USD, everytime I make a Content Update, I get 1USD from you, supporter. There will be different tiers for different values and the ammount of updates per month is limited to 2, being 1 small and 1 big. I’ll go more into it later when it happens. That way I would be able to work on Curse of the Bastards without having to worry that I might skip lunch the next day, so… That’s the plan!

    When will that happen ?

    Somewhere between this month and the next one! I still have some jobs to finish and some bills to pay, but I’m slowly working on “The cool stuff” (read: New logo, title screen, character portraits and such), so the next updates might be around these lines.

    That’s it for now guys! If you have any questions, please use the /ask on tumblr! If you need to contact me just drop a mail to kent@2d-dungeon.com!

    See you soon!

  • I'm resuming the development of Curse of the Bastards after a little while in pause!

    My first worry after the game cooled down for a while was rework the art with the things and tools I learned and developed these last few months. The animations now should run alot smoother! I'll update stuff as it goes! Smiley

    If you have any questions or suggestions, please, let me know!

  • Just made a new mini-game this last weekend at the GGJ14 :) If anyone wants to check it out. globalgamejam.org/2014/games/bang-boom

  • Thanks! :D His animation was put together with spriter! I rendered it and exported with the frame and stuff. :)

  • I'm glad you guys like it! :D It's really starting to take shape! If you wanna see a little more about the whole development process check the Devlog!

  • <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Logo.png" border="0" /></center>

    I'm starting a new project this week. I'll be updating the devlog of whatever I do here and on Tumblr, where I set pretty much all the stuff I'll need for the development. :D

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Imagens%20de%20Postagens/Undefeated.gif" border="0" /></center>

    I've attendet to enough jams to say latelly they're still being fun, but nothing is getting accomplished only by making jam games that are barelly even finished, so I wanted to make something a little bit more long-term. By long term I mean... around 6 to 8 months I suppose. (I hope it doesn't go much further than this)

    I've conceived the idea last week. First off with mechanics, Sketched a few characters, wrote a good part of the story, made the map, player track and a few boss mechanics.

    Maybe some of you will boo me (or hopefully not) but the game will be a Metroidvania. I know... it's being a little bit overused, but hey... As I grew up my favorite game was always Castlevania Symphony of the Night, so this is where I'm going for. Big map, nothing procedural, secret rooms, fully explorable, but harder. The game's also going to have a humorous side. I can't take anything TOO seriously, so I thought I'd not fight that side of me and just get it along with the theme.

    I'll post some sketches, images, ideas, stories... anything I think wouldn't spoil the actual game. :D (That said, don't get mad if I don't get in details about some stuff or another)

    Characters~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Imagens%20de%20Postagens/Characters.png" border="0" /></center>

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/First%20Hall.png" border="0" /></center>

    General Sketches~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/First%20Sketches.png" border="0" /></center>

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/More%20Sketches.jpg" border="0" /></center>

    About:

    Bartholomeus:

    Bartholomeus is a Shadowcaster, he's an ancient remnant of vampires that closely resemble gargoyles.Pitch: Pitch is a Halfbred. Something you could imagine as being the exact MIDDLE of a human turning to a werewolf, and suddenly the transformation stops. She still has the charm and mind of a girl, but the strength and relentlessness of a werewolf.Adrian Brandmont: Adrian is from a long lineage of Demon Hunters, the Brandmont clan. He's the chosen one to look after the abnomalities of the Last Eclipse.

    The current build of the map~

    <center><img src="https://dl.dropboxusercontent.com/u/1627736/Tumblr%20-%20Curse%20of%20the%20Bastards/Not%20Blog%20Related/Map.png" border="0" /></center>

    The Castle is pretty much all set up and every room has its purpose already! It's passive of changes, but then again, everything else is, until it's actually finished.

    Mechanics: Think of Curse of the Bastards as a child of Castlevania Symphony of the Night and Megaman X's. You'll choose your character as soon as the game intro is over. Bartholomeus is much like Alucard + Megaman X. His special move will turn him to a Shadowform creature, who's going to have core mechanics thought specifically for this. His regular attacks are going to be shadow bolts, his sub-weapon (unlike castlevania, you're not picking up knifes, axes and such) is a shadowblade, a single hit attack that may be upgraded. Many mechanics will be unlocked through the game, so I don't wanna spoil much more, so you'll just have to wait. Pitch is the seccond choice of character. She's somewhat Richter + Zero. She's a melee character who can combo her attacks. Most of her habilities will be mobility-focused. Her special attack will allow her more Lupine-like movements, such as wall-jumping, charged strikes, berzerk and so on. I can't tell much more around her mechanics because she's a pretty simple character. Her subweapon is a chain attack, and like Bartholomeus, you can upgrade it.

    The bosses will be arcade-like. They repeat a series of patterns until you understand how it works and leave out certain sweetspots for you to hit. I have already 8 or 9 bosses with written mechanics. Then again, the game's not suppose to be easy.There will be no equipments. I know this is a turndown, but I have to work within my limitations aswell... You can upgrade damage, attack speed, range and a variety of other things, but you can't equip better GEAR. That just doesn't exist. MAYBE if I get the hang of it during the developing process I can shoot in something, but it's not in the design. (though I'm probably making your character appearance change based on amount of upgrades at a certain atribute)The 'Metroidvania' vein of the game is suppose to be on backtrack, wich is annoying because of the monsters, but totally awesome in many other levels. I expect people to get in a spot where they just don't know where to go and suddenly remember that strange door they passed by sometime during their run.

  • BUMP! D: Can anyone help ?

    Thanks Geometrix! The Idea of making it blurred actually helped a bit, more even if I set the angle of each square to the position of the mouse. But still pretty far... Maybe a plug-in would make it better ?

  • Hey! So, with the new LOS behavior I finally found a way to accomplish an old dream. But... well, look at the CAPX.

    This is pretty much the effect I always wanted to have, but I really need it to NOT look pixelated like this. I don't usually work with pixelart, so this is still pretty far from what I want... but Hey, it could come in handy for someone.

    Have a look. Maybe someone can help me work this out.

    Line of Sight as focus of Light

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  • Guys! I've been looking for this kind of effect for a while now. I searched the forums and a lot of other places and somehow I managed to think of a simple way of reaching the effect I needed.

    I know this is probably silly, but since I couldn't find something like this that didn't use outter plug-ins and stuff, I thought I'd share it with you guys.

    Line of Sight - Effect based

    Supposebly, if you change the effect from Brightness to blur, you could reach some cool results :D

  • Bump for an answer D: I'd really like that too.