Game
Dragonian: The Imbalance of Sierr
11 years ago

One week to go!


I’m proud to announce that Dragonian: The Imbalance of Sierr is going to be released on June 20, 2015, which is a week from now.

…for those of you who aren’t in the loop, Dragonian is a game that takes a lot of inspiration from the whole Zelda series, and as such, plays like a Zelda game.

Anyway, for everyone else, I’ve just uploaded quite a few dungeon-related screenshots, in case you thought this would have nothing but grasslands. Take a look on the page, and see them for yourself.



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

All this work to get punched in the face.

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.

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.

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.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

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.

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.