Game
Dragonian: The Imbalance of Sierr
8 years ago

Dragonian's second build and source code release


Hi. It’s me again, NukeOTron. I’ve still been trying to figure out what game to make next. A third Belgrad’s been a work in progress, along with an 8-bit RPG which has been working out beautifully. (if I have the time to work on it) Also, I’ve been planning on getting a new computer so I can start working in Unity or something.

Also, to attempt to address complaints with this game, I’ve released my GM8.1 source code out into the wild here and released the version I usually play, just to compare and contrast its performance issues.

So tell me, which one runs better: Definitive Version A or Definitive Version B? I need to know.

Oh, and you can still transfer old saves.



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It's taking me some time to figure out all this 3D nonsense, but it all seems to work.

Each one of those robots can launch twelve missiles from the background, and you have to dodge them.

There. MUCH better.

In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.

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.

...and here's the wind-up frame.

It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.

Also, now I have incentive for guns, but probably need a fourth button for punches only.

It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.

Okay, so maybe looking up how NASA does shuttle launches isn't the best solution, but it's at least less '50s than a Flash Gordon-style rocketship.

I never said perspective was my strong suit, but I'll try, anyway.

As mentioned before, I've got a little variable called ScrewIt for testing purposes.

At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.

...IIIIIN SPAAAAAACE!

I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.

...but it doesn't look like "night" yet.

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

You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.

Thankfully, it'll be the ONLY sequence like this.