Wrangler's Forum Posts

  • Thank you Rory, I'm being very meticulous with the artwork.

    Shinkan, I completely agree with what you're saying. The hero and skeletons are from the original iteration of the game (which was a sidescroller rather than isometric) and I haven't got round to creating new, perspective appropriate versions.

    The weird perspective of the game interiors has flagged up a few times now when I've shown other people, my reasoning to have this strange perspective is mostly to do with gameplay; it is easier for me to represent the likes of doors and switches on all of the walls if the perspective is like this. The inspiration for this came from Link's Awakening:

    <center><img src="http://www.zeldawiki.org/images/e/ea/LAfullmooncello2.jpg" border="0" /></center>

    But if I am entirely honest, I'm not keen on it, as the perspective seems very off in places, and detracts from the aesthetics.

  • Thanks KSLR I've edited the post and the link should work now.

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  • I've posted up a brief introduction to the story of Dungeon Buster in the development blog:

    https://thelightupwarrior.wordpress.com/2012/09/11/let-me-tell-you-a-little-story/

    And you'll be pleased to hear I'm inching closer to releasing something for you all have a run around in.

  • Thanks to both of you, Tokinsom you gave me a totally different angle which worked a treat, and TELLES0808 you gave me a neat idea for randomising the loot :)

  • It seems that for now the only way I can do it is to have a unique object for each chest and just manually copy the events/actions and change the objects the events/actions reference.

  • Hi guys, I've been wracking my brain over this for a while now, my issue is that I want to have an easy-to-use system for storing the status of each chest in a given layout (whether it has been opened or not, and have it act accordingly).

    As it stands I have all of the chests inside a family, and the family has an instance variable called "opened" which can be either 1 or 0. The rest of the setup would be easier explained with a screenshot:

    <img src="http://img204.imageshack.us/img204/3814/a55ce1a54d5a4248adffe67.png" border="0" />

    I'd rather not have to do this using global variables if it means I'll need a variable for each chest since the game will have a large number of chests.

    Can anybody help me brainstorm how I would do this? I'm totally stuck!

  • <center><img src="http://i.imgur.com/3TuT5.png" border="0"></center>

    Dungeon Buster is on IndieDB

    Latest News:

    12/3/2013 - Added more info about the upcoming alpha demo!

    --------------------------

    Hello all,

    Dungeon Buster is a long term project that I started work on a number of weeks ago. It's an action adventure game done in the style of Link's Awakening for the original Gameboy.

    I've started a development blog for the project here but I will include all updates posted there in this thread as well. I won't be releasing any playable prealpha versions just yet as it's not so much a game right now, more an art-style and game mechanic testbed. That being said, until that time I'll be posting screenshots on a regular basis.

    For now, here's a look at what I've done so far:

    <center>

    <img src="http://i.imgur.com/IrsrO.png" border="0">

    House interior with steps leading to the test dungeon.

    <img src="http://i.imgur.com/mNsey.png" border="0">

    The entrance of the test dungeon, complete with skeletons who wander around and attack if you get too close to them. The hud is also visible here but has a few debug numbers visible.

    <img src="http://i.imgur.com/QUs4B.png" border="0">

    The dialogue system as it stands now, the NPC's picture comes up on the left hand side of the dialogue box, and Buster's picture comes up on the right.

    </center>

    That's it for now, as per the development blog I'll be posting tomorrow about the story the game is based around.

  • I would suggest giving Dxtory a try, it isn't nearly as CPU heavy as Fraps at the cost of being a bit more daunting to set up:

    http://dxtory.com/v2-home-en.html

    It's always worked well for me, and if you need a hand setting it up I'll be happy to help.

  • I've heard about this before, and it's not just limited to games. There's a whole culture in China known as "Shanzhai", dedicated to ripping off genuine products from all sorts of areas. More info on it here:

    http://en.wikipedia.org/wiki/Shanzhai

    As for protecting your work, I honestly don't know how you would go about that, especially since its Chinese copycats we're discussing. Informing Apple about the infringement is about all you can do; you'd never be able to take substantial legal action against the rip-off developers themselves, since the Chinese themselves don't seem to be able to curb the issue (which is what I gathered from that Wikipedia article).

  • Hi all, I'm Mitch, aka Wrangler. I'm just out of a uni with a BA in Games Design & Production. I was briefly introduced to Construct 2 a number of months ago when my university final year project group was deliberating what toolset to create our game in. We went with Stencylworks in the end, but Construct 2 piqued my interest and I made a note to return to it later.

    Games design/development for me dates back to Half Life 1, when I discovered the level editor that shipped with the game. Since then it's all been downhill... nah I kid, I'm constantly learning new things especially since I picked up Construct 2. I'd like to start my own studio, since where I'm from seems quite lacking in game developers, and I'd love to have Construct 2 as one of the tools to my success.