Wrangler's Recent Forum Activity

  • *May 31st

  • "i want only the "Big" money."

    All of the money and none of the effort, right?

    Here's a quote for you to consider:

    “There are no shortcuts to any place worth going.”

    It's a shame that you aren't willing to give Construct 2 a chance, because you're really missing out on a quality product. What is it that you don't like about the editor?

  • Hello everyone!

    The past couple of weeks have been a whirlwind of craziness in both personal and professional life, but that hasn't stopped or stalled development in any way whatsoever. The demo has been steadily taking shape and has already become twice the game it was since the last update.

    The biggest obstacle that has been overcome recently is how the game engine sorts characters based on their vertical position relative to one another (z indexing), and getting this bug stomped was a huge motivation boost. It makes the game look 1000% better as enemies aren't floating over each other oddly, and that wouldn't do whenever you're running around stabbing enemies in the face!

    Combat. Delicious, pixelly combat. It has been a real treat adding different enemy types for you to slash, blow up, and generally kill to death. Enemy attacks vary quite a lot; the slimes will try and get as close as possible to you as they slow you down if you touch them (and they split into smaller slimes when you kill them), skeletons have a ranged attack and will also deal damage if you touch them, Dread Knights are tough, and will lumber towards you to try and deal a heavy damage attack, bats will swarm at you and deal touch damage, and so on. Several mini-boss enemy types have been implemented and will feature in the demo, one of which is a flail wielding knight (whose flail also spews bombs by the way).

    Apologies for the lack of animation on the Dread Knight, he'll get them soon! As you can see from the animated gifs, when the enemies aren't tracking the player they wander around. This wandering is random, and they try their best not to fall into bottomless pits (but it does happen, hilariously) and will avoid NPCs.

    The game world is rich and full of lore for players to discover should they decide to go off the beaten path and explore Mistmere fully. Make sure to read all the signs, tombstones, and incriptions scattered across the island, as there are many hidden areas to unearth and explore.

    But do exercise caution when you loot these long forgotten places, as there can be consequences...

    So development grinds ever onwards!

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  • 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!

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Wrangler

Member since 30 Aug, 2012

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