Wrangler's Forum Posts

  • Katala I will be in touch with you if anything gets me stuck, thank you very much for the offer!

    gillenew Thank you so much for the kind words, I really enjoy making the art and I'm glad that you like it

    Rushino Thanks

    Minor Thanks, if everything goes as planned we should get the demo version released soon!

    robertjs3 I found this page extremely useful when I was learning how to create pixel art. Traditional drawing skills aren't a necessity depending on what you want to create, but I recommend practising as often as you can if you plan to do big sprites. If you have any questions don't hesitate to send me a PM, I'll gladly help you

    Agent531C Thank you! You won't have to wait much longer.

    Eric Matyas

  • That looks trippy Cough Of Death!

    I'm working on some animations for one of the bosses in Dungeon Buster:

  • C-7 Congratulations on getting the trailer released, I'm really looking forward to playing Courier.

  • This was great fun, I'm looking forward to the finished product!

    How big do you plan to make the final game map, and will you be including building interiors in a later build?

  • Those photos just scream "fake testimonial" to me.

  • For me, it's all about the art and design, with a view to either getting noticed or earning enough to quit my day-job and make games indie fulltime. I have fond memories of the hundreds of hours I poured into Final Fantasy and Legend of Zelda games on the Gameboy and Snes, and being able to give somebody else that same enjoyment through something I've created is my motivation to keep going.

    While it breaks my heart to see C2 being used to make "me too" clones of viral successes, it also makes sense that some people are just in it to make a $/£/€ and couldn't care less about making something with a little bit of soul in it, and others are trying to get money so that they can make their dream project. If I didn't have my current job to support myself with financially, I too would probably be making smaller games in an effort to get money quickly. Luckily I have that support, and was able to work on Dungeon Buster without needing to sacrifice time to other smaller piggybank projects.

  • DrewMelton Sweet baby Jesus, THANK YOU SO MUCH for putting me onto that super easy solution!!!!

  • DrewMelton It's just a case of me being lazy and putting it off over and over, I'll definitely fix it though. Thanks for the link, I'll give it a look and implement your solution.

    pixel perfick He has abs of STEEEEEEEEEL

    Ethan I'll probably get those arches back in once I get the doors perspective sorted out, I preferred it with the arch too tbh. Thanks for the idea, I'll give it a go and see how it works out!

    Illuminati It is absolutely inspired by the hundreds and hundreds of hours I put into LoZ: Link's Awakening as a kid, it's been my dream to make a game like it. Feel free to PM as soon as you have that rep up enough! Or alternatively email me at

    Thanks everyone for the positive critique and feedback!

  • Little Update

    Changing how the dungeons look a little bit, just to squeeze as much atmosphere into them as possible.

    Old:

    New:

    Some new enemy types have also been added to the game:

    Flail Knight:

    Slimes (and a Dread Knight):

    As you can see some of the enemies aren't animated fully yet, but that will come soon. Depth/Z sorting between NPCs is another stumbling block we've hit, so if anyone can offer up any tips for solving the issue it would be greatly appreciated!

  • Doing some combat tweaking in a test level.

  • gillenew Yay!

  • Arlys Ah I see, I was googling in English and couldn't find anything. You are right though, tamngon could well have bought them with a commercial use licence.

  • katzin it depends on the licence of the art, if he didn't create it himself.

    samblack can you prove that? I've done a bit of Googling there and can't find anything matching his art.

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  • Hello everyone! In today's news update I am going to be revealing a glimpse into Mistmere Island, the setting for the Dungeon Buster demo.

    Mistmere was a quiet place. Mistmere was a tranquil place. But then the children started to go missing. Stepping onto the island it isn't immediately obvious that something is wrong; birds sing happily as the sun beats down. But if you look close enough and you'll start to notice the tension just under the surface. Locals whisper of a cult that kidnaps children to use in rituals, others speak of an ancient dormant curse cast on the island that was triggered by an unwitting adventurer. Some even say that the children were kidnapped into the Void by the Gods themselves. Step into the tan leather boots of Buster as he travels through this mystical island, ultimately trying to avoid any hassle but becoming unavoidably involved anyway.

    Mistmere is packed full of villages to visit, dungeons to plunder, and secrets to discover. The overworld will consist of a variety of settings including villages, ruins, islets, beaches and forests. Each aspect of the environments is being lovingly crafted to make for the most rewarding exploration experience, so that you won't get bored whilst you're out exploring the island. In terms of underworld there will be everything from small tombs to sprawling dungeons to unearth and explore, along with an extremely generous portion of houses to loot. Take a look at the screenshots below to get an idea of what the overworld is going to look like. As ever these are all work in progress and may change before the final release.

    These screenshots illustrate the small village of Fothdara and the adjoining Bleakrest Graveyard. Fothdara is a fishing village on the southern tip of Mistmere, birthplace of the Honourable Knight Finna who is laid to rest in the nearby Bleakrest Graveyard. Finna was a local legend who went on to captain the Royal Guard of Jorokiim on the mainland. Fothdara is one of the first locations featured in the demo, and is a key location in the story of the island.

    Not all of the dungeons are well lit either, so you'll need to exercise caution if you don't want to end up on the business end of a bottomless pit.

    In other development news, the dialogue has been tweaked with a more readable font and the whole system by which dialogue is created has been simplified. The most time consuming aspect is creating a rich palette of scenery to decorate Mistmere and make it as visually appealing as possible. Below is an example of a crumbling stone tower in three different variations.

    You may also have noticed the audio that was recently uploaded "The Dungeon's Hero", a fantastic WIP theme for the game being created by the very talented Maurice Theißen. Give it a listen if you haven't already, it's a very chilled out piece of hybrid 8bit bliss.

    That's all for now folks, stay tuned for more demo media soon!

  • If you've been making videogames for 20 years I definitely don't think you'd be using Construct 2, but rather using one of the many other AAA game IDEs that are out there, so I'm definitely calling shenanigans on that claim.

    Secondly, coming in shouting and roaring about Scirra being stupid and making a weak game engine is going to get you the sum total of zero help or acknowledgement.

    Unreal Engine 4

    Unity

    Game Maker Studio