Game
Dragonian: The Imbalance of Sierr
9 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.



1 comment

Loading...

Next up

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.

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.

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.

Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.

I'm wondering if culling the walls is the right choice for indoors.

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

...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.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

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.

I got the culling working for wall decos, but just in case, I made it optional.

I've also added screen-shake a while back, as well as roofs.

Again, I'm still working on the base engine before I move forward with everything else.

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.