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I just tried out the latest link. It's improved since the last one. Nice progress. I found it easier to navigate through to other rooms.

Would it be possible to make the characters and levels larger? It's zoomed out a bit much for my liking, so if you have the ability to do so, that'd be excellent.

Also, perhaps you could make a tutorial level that introduces what people need to know to properly play the game.
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gameon: I just tried out the latest link. It's improved since the last one. Nice progress. I found it easier to navigate through to other rooms.

Would it be possible to make the characters and levels larger? It's zoomed out a bit much for my liking, so if you have the ability to do so, that'd be excellent.

Also, perhaps you could make a tutorial level that introduces what people need to know to properly play the game.
The floors are short because I intend this to be a coffee break style game with the player being able to clear a few floors whenever they want to kill time.

The characters are fairly small so that I can cram the levels full of enemies.

And yes I did plan on some sort of tutorial but I wanted to wait until I've got all the basic mechanics in place before making it. In the meantime the help files hint section lays out the basics.
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gameon: I just tried out the latest link. It's improved since the last one. Nice progress. I found it easier to navigate through to other rooms.

Would it be possible to make the characters and levels larger? It's zoomed out a bit much for my liking, so if you have the ability to do so, that'd be excellent.

Also, perhaps you could make a tutorial level that introduces what people need to know to properly play the game.
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ThatNinjaGuy: The floors are short because I intend this to be a coffee break style game with the player being able to clear a few floors whenever they want to kill time.

The characters are fairly small so that I can cram the levels full of enemies.

And yes I did plan on some sort of tutorial but I wanted to wait until I've got all the basic mechanics in place before making it. In the meantime the help files hint section lays out the basics.
Understood. Well it's coming along nicely. How long do you think it will take to finish the game?
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gameon: Understood. Well it's coming along nicely. How long do you think it will take to finish the game?
I have absolutely no idea. When I'm satisfied enough to move onto my next project I guess.

Even after I've moved on I'll probably go back and add new floors to it occasionally. Unless of course the game proves popular enough to warrant a sequel.

Oh while I've got peoples attention, I'm planning on having 6 floor cycles with a boss fight and shop at the end. Now would you prefer to have the shop before or after the boss fight?
Post edited January 24, 2013 by ThatNinjaGuy
Something for you untill i go over the rest.
Includes walking and dragon breathing fire.
Flame goes in clockwise position starting at top right, till 10th then backwards from third.
Two walking ones are below first and to be used with the first sprite.

This one was my first and i did not organize it properly ...
Attachments:
Post edited January 24, 2013 by rolanz
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rolanz: Something for you untill i go over the rest.
Includes walking and dragon breathing fire.
Flame goes in clockwise position starting at top right, till 10th then backwards from third.
Two walking ones are below first and to be used with the first sprite.

This one was my first and i did not organize it properly ...
Aright, I've got the frames put in game and it looks pretty good. Looks like the first boss fight is almost ready.
Got a post on my blog about making some of the sound effects for the game if anybody's interested.

http://killerpelicangames.blogspot.com/2013/01/holy-crap-its-game.html

And yes I'm totally serious about that sword thing.

I like doing these behind the scenes sort of posts so let me know if there's anything anybody's curious about.
Forgot to upload these last night but here they are!

The golem could be another boss monster.
The attack is in clockwise manner till you come to the random arm, then backwards from 8th for standing up.
For the walking the third and fourth should be switched and the normal standing inserted in between all four for smoothish walking. You can also flow thought the 9-11 frames a few times if you want to give a sense of impact.
Everything else should be straight forward.
I couldn't come up with an attack for snake so he just wiggles.
Three colours of slimes top line is moving and bottom attacking.

If i forgot anything, you'd like me to edit something or you'd like to request me working on anything else just tell me.
Attachments:
golem.jpeg (61 Kb)
items.jpeg (13 Kb)
pet_dog (54 Kb)
Post edited January 26, 2013 by rolanz
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rolanz: Forgot to upload these last night but here they are!

The golem could be another boss monster.
The attack is in clockwise manner till you come to the random arm, then backwards from 8th for standing up.
For the walking the third and fourth should be switched and the normal standing inserted in between all four for smoothish walking. You can also flow thought the 9-11 frames a few times if you want to give a sense of impact.
Everything else should be straight forward.
I couldn't come up with an attack for snake so he just wiggles.
Three colours of slimes top line is moving and bottom attacking.

If i forgot anything, you'd like me to edit something or you'd like to request me working on anything else just tell me.
You're getting pretty good at this I'll have them in game in a bit.
Heres some carpet tiles and I took a shot at the enterance and exit. Also included how they should be placed in-game.
Feel free not to use enterance and exit things if you dont want to (since yours look fine).
Attachments:
tiles.jpeg (28 Kb)
Post edited January 28, 2013 by rolanz
Amazingly enough I am still working on this game, and have a new version with the first boss fight up.
Download Link

So is the dragon hard enough?
Attachments:
goodluck.png (102 Kb)
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ThatNinjaGuy: Amazingly enough I am still working on this game, and have a new version with the first boss fight up.
Download Link

So is the dragon hard enough?
I didn't see this when it first came around but the development between your first build and recent one is quite a bit. Just get the stickman remodeled a bit and this is looking interesting
I've swapped out the lighting system I made for a much better one made by Thagen Pinch Link

I've also altered the way permanent blood works making it much less cpu intensive and thus allowing me to ramp it up.

Any opinions on how it looks?
Attachments:
Guess I'd better revive this thread, because I have a new version of the game, and there has been a lot of changes.

In fact here's the change list!
[i]Game name changed to Dungeon of Blood
Levels are now randomly generated and much larger
Changed the blood effects again
Added music by Kevin MacLeod
Ditched the fancy lighting due to level generation errors
Enemies now get stronger as you travel deeper
Action Button added to allow players to screw around with stuff
Floor exits must be interacted with to go to the next floor
Skeleton base hp increased from 5 to 30
Skeleton speed doubled from 1 to 2
Sludge Monster base health increased from 15 to 60
Removed vandalism money for balance reasons.
Fixed player animation errors
Chest contents are now randomly generated
Added beginnings of the artifact system see help text for more information
Replaced kill counter with artifact display
Added Blood Orb Artifact (provides passive health regen, rate depends on player level)
Added Potion Amplifier Artifact (potions restore all hp/mp instead of the normal 50%)
Finally got around to adding mana potions
The death screen now displays some final stats
Some other stuff I forgot about[/i]

Oh, and here's some pictures of the new version.
Picture 1
Picture 2
Picture 3

I suppose I should post a download link now
Download

I hope you guys enjoy the latest version.