Game
The Legend of Hilda: Dimensions' Call

6 years ago

I'm currently working on improving the graphics, in particular certain backgrounds, enemies and NPCs that look kinda iffy or out of place (good riddance, ellipse clouds!).




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I've redesigned some of the early game enemies, which means the game no longer has "borrowed" graphical assets. I'll release a demo with these changes and more next week.

The world map's layout is now 100% done! Besides that I'm working on a new update that'll add more options to the game like rebinding keys.

Happy Zelda month! Here's a short preview of the Shrink spell! As you can see, it's not very well suited for combat...

Good news: I recently discovered a project called GM8.2 Core that fixes a lot of issues with old Game Maker, which my games are based on. This means that I'm finally able to add gamepad support(!), along with other neat stuff.

I tried redrawing the warrior class (new sprite is on the left). What do you think, should I use this new style for the rest of the classes/ humanoid sprites?

New demo v0.9 adds gamepad support, among other things! This village, which has been unavailable since the first release, is now also explorable.

After many monotonous & tedious hours, I've converted the game to 60 fps! This version (1.7.0) also includes some minor physics improvements and bugfixes. Enjoy!

I've added new enemies to dungeons 6 and 7, so they're now 100% done besides some polishing and bg graphics. This enemy is based on a well-known franchise, can you guess which one?

Version 1.6.0 is now live, adding gamepad support and other QoL improvements, including... slopes!

I actually ran into a ton of bugs implementing all this, but it was well worth it.

A floating dungeon high up in the sky... wind themed, of course.

I had this planned many years ago, so it's exciting to finally design it.