Game
Belgrad: Curse of the Castle
10 years ago

Bosses are all done!


The title says it all. Each and every major boss for Belgrad: Curse of the Castle is done. Now, I’m working on adding those good little story bits. Perhaps the game will take a few more weeks instead of months to finish. …maybe. Don’t count all your chickens just yet.

…and for those of who are wondering what Belgrad: Curse of the Castle is, it’s a Metroidvania set in a castle, and quite clearly “borrows” elements from Castlevania. …the good ones, mostly.



0 comments

Loading...

Next up

The character and movement tests are going well, but...

OH. THAT's what Draw GUI does. It's not crunchy.

Then again, I thought that drawing a view to a surface would work the way I expected, but it ain't.

...huh.

Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.

You can also click and drag some of those elements.

Testing out a tentacle...

On one hand, I'm getting there. On another hand, "No, I'm not."

Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

Screenshots for Belgrad: Curse of the Castle

On the plus side, the tile layer ISN'T overlapping, and Draw draws objects.

On the other hand, NOW the tile layer lags during camera movement.

I guess I'd better let everything else lag for consistency (somehow), or fix the lag.

Here. Just to give you an idea as to what I'm going for.

The character and GFX are temporary, but they help me realize what I want to do with the engine.

It took a while, but I got rotating flat sprites going.

Technically, it's a polygon, but it works.

If I were to do sprite-stacking, I have a basis, but my primary use for this is rotating attack animations.

Dang it. I got the math right.

The real trick now is to optimize it. It's easier to do since it's technically all 2D.