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1034748 Posts in 41742 Topics- by 33337 Members - Latest Member: ccfan007

August 21, 2014, 05:56:54 PM
TIGSource ForumsRecent Posts
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 on: Today at 05:56:33 PM 
Started by RWG68 - Last post by RWG68
Hello TIGSource browsers!

We present to you the Game Maker: Studio continuation of:
Dungeons of Daggerhelm!

Pick up your sword, bow, wand or hammer and fight waves of creatures and enemies in search of what really matters: loot, adventure, and fun! Dungeons of Daggerhelm transports you into the world of Daggerhelm, a multi-climate world filled with monsters and evil. Destroy legions of demons with the Paladin, topple hordes of beasts with the Ranger, decimate waves of fiends with the Sorcerer, or duke it out with skeletons and necromancers as the Battle-Mage in the ever-expanding world of Daggerhelm!

Dungeons of Daggerhelm had been previously coded completely in Java, but has now been quickly and completely moved into Game Maker: Studio, with some added features on the side, such as inventory, items, health regeneration, randomized player spawns, animations, attacks, and more!

Below are some screens of us testing out the combat system between the hero and some evil rangers. As you can see, we've added blood and death effects to the enemies as well as their own method for shooting at the player randomly. In addition, the arrows are now able to be dodged because of their reduced movement speed. 

Also, we've been having issues with the character sprites rotating when being hit by a force (the enemy arrows). One little line of code fixed that problem, and now the sprites remain where they should be, even after dozens of hits.

Our hero currently has unlimited health and does not die. However, we are in the process of installing health, mana, experience and leveling values so that the combat prototype will be a little bit more meaningful.

 on: Today at 05:55:35 PM 
Started by thefoolishbrave - Last post by thefoolishbrave
Update :D Just finished final wave of play testing and making some finishing touches! We find the game to be extremely addictive... maybe it's the music...

Note: Ozma vs The 9's isn't suppose to be revolutionary, it is addictive, has groovy music, and rewards! A second game, a platformer in progress however will feature amazing visuals, voice acting, and a high level of difficulty, hope to see you then!


Players can earn crowns for for exceptional performance against The 9's

Clearing a score of 9999 will bestow upon you the legendary golden armor of King Ten himself!

Screen shot of actual game play!

 on: Today at 05:54:56 PM 
Started by Ito - Last post by dez
I really like your art style.
And the game looks really cool except for one thing... why is spirit huntress so sexualized?
The boobs popping out... the tiny mini skirt...
Yea I know every game out there does that to female characters, but unless there is a reason it's lame when anyone does it imo.
I know you have done a lot of work on her, but that is just something that grinds me about the project.

Let's ask, what does a real huntress look like?
Consider these Tapirape women:

or her:
   ...or her

NOTE: They are all TOPLESS and look LESS sexualized than your rendition of spirit huntress.  Anyway, I don't mean to be harsh. I find these images inspirational, and I hope you will too.  I think it would make your game much more appealing if you made her not fit into the stereotype of 'a female in a video game must fit into the Western ideals of sexiness' box.
Just my 2 cents. 
From the bottom of my heart, best of luck!  Smiley

 on: Today at 05:37:24 PM 
Started by dez - Last post by Photon
Well this seems interesting enough. At first I was skeptical but it looks like you've actually put your time in on this concept so far.

I'd be interested to know more specifics on the playtest and how the different players began to work and strategize. Smiley

 on: Today at 05:37:04 PM 
Started by Sebioff - Last post by ccfan007
Awesome news! I hope the kickstarter goes well for you guys. I would love to donate but all i have is my MacBook so i'll have to wait until a mac version is released (if that is even in the works).

 on: Today at 05:34:50 PM 
Started by Nate Kling - Last post by Gimym JIMBERT
My new style..


New looks more contrasty but the new fade are a bit too dull to add something IMHO it's greyish and too uniformly soft and the grass spot already perform the function they might be created for way better. I like the "idea" of breaking the uniformity of the flat color with subtle alteration but this execution is kinda weak.

 on: Today at 05:18:04 PM 
Started by Nate Kling - Last post by Geti
Cool shit, catguy.

 on: Today at 05:10:04 PM 
Started by Glyph - Last post by Glyph
Okay. Based on the preliminary feedback from some people, the game is much too hard. Now, I want it to be hard, but fair as well. So I've made a few quality-of-life changes so that there's less sweaty-pawed bear fumbling going on and more decisive maneuvering. The changes mostly relate to hitboxes, delays, and other fun combat stuff. I think it's a lot better now, so if you were getting frustrated before, then -- maybe you'll still get frustrated, but less. I also added a new enemy that I will let be a surprise. I'm updating all the links but you can get it here as well:

Bear Hero Demo v0.1.1

That's exactly the feedback I want, by the way! I am way too good at this game by now (that's not a brag, this is a serious problem), so I need some common sense slung at me to keep things in balance. Obviously, I won't be updating from suggestions right away like this usually, but I will try to get things to a state where most of the content of the demo is accessible, for the brave anyway.

EDIT: Fixed a bug where restarting would maintain area depth.

 on: Today at 05:01:34 PM 
Started by Scylla - Last post by Scylla
Slow motion gif of how we turn a player into a vampire frame by frame:

 on: Today at 04:57:20 PM 
Started by RecidivistSW - Last post by RecidivistSW
Well, he put his settings there, but I just have no idea what am I doing. Smiley I just know it's ramps, but after that, I can't understand why the colors appear where they do and hot to control it, so I'm just shooting blindly. But at least that was a nice clue.
I'll try to put a tutorial together in a bit.  I need to buckle down and kill off my other project first though.

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