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Rusty Blade

A topic by Ramifactor created Sep 11, 2017 Views: 407 Replies: 23
Viewing posts 1 to 13
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Make sure your tetanus shots are up to date boys and girls, because it's time for

Rusty Blade

(Cartridge design by Daniel Ponce / Chiwis Games - Used with Permission)

"After 30 years, an old adventurer comes out of retirement to gain one last level, the arduous level 99. As the dust falls off the rusty blade thoughts of regret and awakened wonderment of what is to come begin to seep in..."

Diversifiers Targeted:

  • Fuck This Jam - the game takes place inside a fictional, grindy MMO. I hate grindy MMOs.
  • glitch lyfe - Two silly bugs were left in (that I know about)
  • Remember to FLOSS! - Once I figure out how to do this, I will release the source code after the jam is over.
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Once a proud warrior, now a grizzled recluse.

         and with him as always is Garth  

Cabin and snow tile set (4x4 - 36 tiles):

              palette (12 colors): 

We'll see how this turns out...

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First mock up

Needs some cleanup but I'm happy with the look. 

What was once a mighty blade, fit for kings and for kingslayers

               now lies rotting at the bottom of a moldy trunk        

Love the sword!

That's awesome. We're also making Rusty Blade. Mind if I share pics here? It's very different (we're making a text based RPG), but I don't want to step on your thing.

Please do! Would be cool to see different takes in the same thread

This looks great.  When I first saw your tileset I was really confused, but seeing the way that it came together I'm impressed!

Thanks! I guess one of the benefits of having no idea what you're doing is that you come up with interesting ways to get things done. For me, this is my first attempt at something that resembles pixel art so I went as small as possible to keep it simple. The idea being to build the scene up with small blocks as opposed to drawing larger areas with pixels (which I'm terrible at). 

I blew up the tiles so they are easier to see, but the actual size in GameMaker is just 4x4 pixels per tile:    

I'm very happy with how it came out, especially considering the file size is 488 bytes. I haven't used all of the tiles either, so I have room to add some more variety if needed (and if I have time).

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Lots of progress. 

  • Cleaned up the cabin tiles and added some layering in the rafters & railings
  • Added a second floor & butchered together some code to make the stairs work
  • Added a lighting surface for better atmosphere, and drew up some lanterns 

  • Recolored the player character for a bit higher saturation and warmer palette
  • Was planning to recolor Garth, but decided he looks good as is
  • Our retiree now holds a steaming coffee mug as he putters around the cabin
    • Yes, it switches hands when he changes direction -- glitch lyfe
  • Basic item / environment interactions (doors, item chest, stairs) with up / down arrow indicators
  • Set up the camera object to track the player smoothly, as well as view & zoom controls
  • Basic UI is done 
    • Health/mana/stamina 
    • A "compass"
    • Exp bar -- just a sliver away from the arduous L99
  • Some other things that are secret

Looks something like this now:

Animations are coming along. 

Walk cycles are for people who know what they're doing -- instead, we have this majestic stride:

And last but most important, you can pet your doggy:

Looks great! That stride has a lovely Maniac Mansion vibe :D

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Thanks! The gameplay definitely has that LucasArts adventure vibe

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I drew up a tile set for some tree trunks and snowy branches    

frankensteined them together to make 2 tiled background layers:

added a moon

watched a tutorial on parallax scrolling, and voila:

Looks really amazing @JDam. My game's a lot simpler, but here's a screenshot...

How are you going with your game JDam?

I've been thinking about adding sprites too. Here are some initial ideas.
Rusty Blade Character Concept

Rusty Blade Character Concept
You can find my version of Rusty Blade here.
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I've been scrambling to get mine done this weekend as I'm leaving town tomorrow. I had a chance to try yours out when I took a break this evening and it's very cool. Looking forward to seeing it develop further!

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Way too many updates to even talk about.  

Who cares. It's done! 


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Now that I have a bit of time, here's a quick breakdown of the major progress made since the last update:

Menu System:

This being an RPG (or at least, a satire of one), it needed a menu. 

When you first run the game, it shows a Launcher window for the game-within-the-game (complete with a sinister-sounding fictional developer):

Once you're logged in, press B1 to open up the menu:

As you can see, it's all nonsense since the numbers and equipment don't actually matter. The Quest Journal and Messages tabs do give some background on what's going on in the game world, and hints at some things that happened a very long time ago. 


  • Once you figure out what you "should" be doing, it's up to you to decide what you want to do.
  • To get to max level, all you have to do is complete your current quest to get the experience, but is that really what you want?
  • Maybe you prefer to relax by the fire! Press B2 (action / attack button) with the mug equipped to take a warm sip of coffee.
  • Or just hang out with your doggo. Play fetch with Garth by picking up and throwing the bone in the backyard 
    • Hint: doing this might help advance the game -- if that's what you want to do...


  • Finally got around to adding a fire in the fireplace. Just a quick 5-frame sprite that I freehanded. Not sure why it ended up as 5 frames, but I stopped when I was happy with it. Added orange and red lighting with some step code to expand and shrink the radius so it has a nice warm glow.
  • Flushed out the animations, including adding a running animation for Garth (as seen above).
  • Added some furniture, and a window on the upper floor.


Thanks to the deadline extension, I was able to greatly improve the game's audio.

All SFX came from freesound.org and was chopped up & edited in Audacity. Everything came out great, but it was a lot of work to get done.

The background audio has some code to adjust the gain based on the player's location:

  • The noise of the crackling fire gets louder as the player approaches the fireplace.
  • The outside noise fades in and out as the player transitions from inside to outside the cabin.

Beyond this, the only part that was a chore to get working right was the footstep audio. I used timelines to sync the sounds up with the animations, and step code in the character object to switch to different footstep sounds for stone / wood / snow. 

There is one music track which appears at the end of the game: Stars in Her Skies by Scott Buckley (www.scottbuckley.com.au). 

Really well done. I'm enjoying reading through all the messages in his inbox and figuring out what's happening.
What did you build the game in?

Glad you like it! It was made entirely in GameMaker Studio, including the sprite creation and level editing. Some of the art was done in paint.NET

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Last official update here, and moving forward I'll post all fixes / changes in the game DevLog.

A couple of people advised me that the download was not working. It seemed to be an issue with the zip archive (probably the settings I used). I re-upped as a single executable. 

Also, in chasing down an issue that was causing a black screen when going fullscreen (Alt-Enter), I managed to get the game to run at an excessive CPU load. I found that I had enabled both vsync and the "alternate vsync method" in GameMaker. Turned out only vsync was needed to correct the fullscreen issue. The alternate sync method was tripling / quadrupling the CPU load. The more you know...

In any case, it appears to be working as intended now. 

Good luck to everyone else!

It works for me. I think I found a bug though... the dog runs through the closed door.

glitch lyfe! There are a couple of small bugs like that, which I decided to leave in for the diversifier. Having the dog open the door to get in/out seemed equally unrealistic so I just had him run through. Maybe I'll add a doggy door and a sound effect later so that it makes more sense.

In my next DevLog I'll probably post a couple of the funny bugs that I left in the game and let others comment if they find anything else (hopefully nothing game breaking). 

My favourite one is what happens when you throw the bone and pick it up before the dog gets to it.

Almost wish we had time to turn some of the bugs into achievements...
"Achievement Unlocked - Doggie Door"...
Or something :-)