Game
The Legend of Hilda: Dimensions' Call
8 months ago

Updated to (hopefully) work with Xbox controllers now. I don't own one myself so I can't confirm it D:




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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.

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!

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

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.

0.8.0 update adds a new passive for paladins and wanderers: Versatility. This makes hybrid builds more useful without affecting "pure" builds much. This might be the last update in quite a while, but I'll keep posting devlogs as usual.

Dungeon 5 is now completely finished! I'm about 25% done with the 2nd part of the game, so I'm slowly but surely making progress :D

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.

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.

It's time to finish what I started.

I'll be posting short updates on the project here and on my YouTube channel. However, I am also working on a strategy RPG concurrently (Blood Moon Odyssey), so expect progress to be slow.

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?