Game
Dragonian: The Imbalance of Sierr
10 years ago

Dragonian is here!


Are you all finally ready for a new Zelda ripo— er, Zelda-like experience?

Dragonian: The Imbalance of Sierr is finally here. Sure, it’s one day early, but it’s worth it. It’s a game that takes lots of inspiration from the Zelda franchise, and as such, plays like one. I don’t want to spoil the story any further than I already have, so play it. Do Let’s Plays, and get the word out. …and play it.

Oh, and if you find any bugs that could potentially make the game unplayable, contact me. I did my best to squish them all, I think, so there had better not be any bad bugs.



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I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

All this work to get punched in the face.

I might have gone too far in a few places, and not enough in others.

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Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

Well, I was looking through some old files, and found some cool stuff.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.