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Adventure Construct Serpa Games

Easy no-code game maker: RPGs, Dungeon Crawlers, visual & text games. Built-in mechanics & resources. Windows export. · By SERPA GAMES

Welcome to the ACSG Forum! Share Your Ideas and Feedback Sticky

A topic by SERPA GAMES created May 14, 2025 Views: 413 Replies: 23
Viewing posts 1 to 9
Developer (1 edit) (+2)

Welcome to the official Adventure Construct SG (ACSG) forum! This is the perfect place for you to introduce yourself, share your initial impressions of the tool, and give us your general feedback. Your opinion is very important for the future of ACSG!

(+3)

Super interesting tool! I see myself using it in a future for a hobby project or a game jam, but I think it also suits perfect for a more complex project.
Also, I wonder how buttons work. How can you edit them? I see you can change the background, but I wonder how you can manipulate the hover states and so (if possible). Only 4 buttons per menu, right?

Last question, the Resolution will stay like that, right?  No problem with it, just wondering.

Awesome work!

Developer(+1)

Hello! 😊

It's great that you found the tool interesting and are already thinking about how to use it in your future projects! I'm very happy to know that you see potential for both smaller projects and something more complex.

Regarding your questions:

Buttons: You correctly noticed the limitation of 4 fixed buttons per menu in this first version. This initial choice aims to simplify understanding and navigation. However, the ease of interconnection between pages allows for expanding the available options. For example, if you have 4 options in a dialogue and need more, it's possible to create another screen exactly the same with additional options, with a link on the first screen leading to this second screen. This structure allows you to work around the initial limitation of buttons per menu, offering flexibility in the interface design. The idea is that the direction buttons and the action buttons complement each other in the interface.

Yes, there's a small automatic visual effect when the mouse hovers over the buttons. At the moment, it's not yet possible to change the image for different states (like 'hover'), as I prioritized not making this part too complex in this first version. As you noticed, a single image serves both for the buttons and the direction interface, something that ACSG differentiates internally. However, adding more customization options for the button states is something I have in mind for future updates!

Resolution: The internal resolution of the tool, within the game's scope, was defined to optimize the functioning of the dungeons generated by the Design Scene and the movement effects when walking through the scenario. Furthermore, maintaining a smaller standard ensures good framing across many different screen resolutions.

However, it's important to know that the player will have the freedom to change the resolution when running the game! This option will be up to the player. When changing the resolution, the game screen will maintain the original resolution in the center, but the background will extend using a full-screen background image with the resolution chosen by the player.

Thank you very much for your feedback, your questions, and your support! It's great to know what you're thinking and how you intend to use the tool. Keep exploring and don't hesitate to ask if you have any more questions! 😊

(+1)

Thank you for the answer. I will not use the tool on the short term, but wanted to have a look as I am pretty obsessed with Dungeon Crawling and "specialized" game engines.

It's great to know what you're thinking and how you intend to use the tool. Keep exploring and don't hesitate to ask if you have any more questions!

Yeah, as I work making UI implementations in Unity, UI customization was one of my first thoughts. Every developer has his/her own inside world. I am very impressed and happy with the idea of making workarounds using different rooms/pages (interestig system), that brings possibilities to make some "unintended" features.

Resolution: The internal resolution of the tool, within the game's scope, was defined to optimize the functioning of the dungeons generated by the Design Scene and the movement effects when walking through the scenario. Furthermore, maintaining a smaller standard ensures good framing across many different screen resolutions

I didn't notice that players can do that. So said background is also customizable?

Keep up the good work! I hope you get more feedback and sales soon.

Developer (1 edit) (+1)

Thank you for the detailed feedback! It's really great to hear your perspective coming from UI implementation in Unity. Your point about UI customization being a primary thought resonates, and I appreciate you recognizing the potential of the room/page system for creative workarounds and 'unintended' features – that's exactly the kind of flexibility I aim for.

Regarding your question about the background, yes, the background displayed in the game view at resolutions larger than the main game area is customizable (in this case, it's just a background image). From the perspective of the game area, you can set different background images or colors for each room/page to further enhance the visual atmosphere. This can affect some parts of the interface. However, for interface elements that use images, once an image is defined, it applies to the entire project. But you have the flexibility to enable or disable links/buttons as needed on each screen. However, preserving the tool's accessibility remains a constant consideration in my development process.

Thank you very much for your encouragement and your wishes for more feedback and sales. It's comments like yours motivate me to keep improving and expanding the tool. Don't hesitate to share any other thoughts as you continue to explore!

PS: Dungeon crawler is life 💪

(+2)

One last thing, make sure you tag your tool as game engine. It will make it easier to be found by other people!

Developer(+1)

Thank you very much for the tip! I appreciate you pointing out the 'game engine' tag. I thought I had already done that, but I'll double-check right now to make sure.

Thanks again! 

(+1)

Hi, first of all congratulations on making this tool engine, I have been looking for a dungeon crawler no code engine for quite some time.

I have  a question regarding customization, how customizable is the HUD and enemies/ items and all graphical aspects of the game? 
I am an amateur artist, creativity and art are my favourite aspects of game making so a codeless engine is excellent because I can focus on such aspects.
I was going to  comment regarding lack of tutorials and a game example but I can see from your last update that you are already working on it, that is very nice!

From other codeless engines I use or plan to use I see that there is a very important factor for the engine growth and marketing/selling, the player base regarding the users of such tools.
What makes me decide if I buy a tool or not is not only the player feedback but also what the players can create with it, in my opinion, and from watching similar codeless engines dedicated to other genres, it is VERY important to grow a community, and atm Discord is one of if not the best tool that you can have to grow that "player/ developers" base, the itch forum is okay... but nowadays Discord is what most gamers and indie devs use for communication, I would say marketing wise and to get your engine known out there a discord is a must!

Thank you for your work :)  

Developer(+1)

Hello there!

Thank you so much for your kind words and for reaching out! It's fantastic to hear that ACSG seems to align well with what you've been looking for.

Customization and Creative Freedom

I'm glad you brought up customization! My goal with ACSG was to make it as customizable as possible. Practically every aspect of the interface can be modified to suit your vision. While some core elements had to be set in place to avoid over-complicating things, you absolutely have the freedom to create enemies, design intricate scenarios, and handle all graphical aspects as you wish. I'm constantly exploring ways to further expand customization options. As an artist, I'm sure you'll find plenty of room for your creativity to shine!

Tutorials and Upcoming Updates

You've reached out at a great time! I'm currently dedicating a lot of effort to the official tutorial, which will give you a much clearer and more comprehensive understanding of the tool's capabilities. It's coming very soon!

Discord Community

Regarding Discord, I definitely haven't given up on it! You and other users have made a very valid point about the importance of a community for engine growth and marketing. It's something I absolutely agree with and plan to implement. However, my time is currently stretched thin. I'm focusing heavily on completing the tutorial and also preparing for the next update to incorporate improvements and refine functionalities, which I'll start implementing shortly. There are many other development-related tasks that need to be finalized, leaving me with almost no time to manage a Discord server right now.

But please know that creating a dedicated Discord community is high on my priority list and will be set up as soon as I can manage it. Your feedback is incredibly valuable, and I truly appreciate you taking the time to share your thoughts.

Thanks again for your support and enthusiasm!

(+1)

Obrigado pela rápida resposta ;)

Thank you very much for the quick reply,  one more question, you think it will be possible in the future to export the games into html5 where they can run directly from the itch page?
Thanks again!

Developer(+1)

Hello again!

At this point, I can't guarantee HTML5 export. It will depend on a few factors down the line. My primary focus is to make ACSG as robust as possible within a single environment. And honestly, even Windows itself, with versions 11 and 12, is making cross-platform compatibility a bit more... interesting, let's say. :) However, it is a possibility I'm considering for the future, but I can't make any promises right now.

Thanks again, and stick around! ;)

(+1)

Hello!  I just wanted to say thanks for building an engine like this.  Crawlers/blobbers are awesome and remarkably underrepresented in "easy" dev tools.  I've purchased the premium version to support your dev work.  Best of luck to you with growing this engine, and I look forward to seeing how it develops!

Developer

Hello! Welcome to the ACSG community! :)

It is with immense joy and gratitude that I receive your words of encouragement and, especially, your support in purchasing the Premium version of ACSG. You have no idea how important this is and how much it gives me more energy and motivation to continue improving the engine.

And you've arrived at a perfect time! Soon, I will be releasing the new version, which is packed with exciting new features and cool resources, some of them designed especially for Premium version users. I am sure you will enjoy it!

Once again, thank you very much for your support and trust. I sincerely hope you have a lot of fun creating your adventures with ACSG!

Best regards!

(+2)

Two comments:
#1 - I think you should consider scaling up the resolution that the player selects, instead of just scaling up the background.  It looks not good in modern monitors.  Example at 2560x1440:  https://i.imgur.com/Yjt8BVz.png   It is doubly-jarring for anyone on ultra-wide, but as they are not a highly-represented population in monitor studies, not a big deal. (I use 3440x1440, but I am part of a mere 2.85% so am not relevant.)   The August 2025 Steam Hardware survey has 1920x1080 monitor resolutions making up 54.4% of players, and 2560x1440 making up another 20.2%.    Here is the relevant section:  https://i.imgur.com/wkxDJop.png

#2 - Upon exiting the test run to show what it looks like at 2560x1440, it did not put my monitor back to its normal resolution.  It instead popped an error message that it did not support that resolution and left me to go into my monitor settings myself.  That part is very, very much not OK for players to have to do every time they run a game.  The error told me to contact the developer, so here I am! :D


Developer (3 edits)

Hello!

Wow, thank you so much for your time and this comprehensive and detailed feedback! :)

Regarding Resolution:
You hit on a crucial point. A game made with ACSG was designed to be "pixel perfect" in more classic resolutions like 800x600 (even with the 3:4 aspect ratio). It's an alternative that still works really well and maintains the original aesthetic, but I agree 100% that the experience on 1440p and ultrawide monitors needs to be optimized. Because of that, your suggestion for a full-screen upscale is on my list.

The challenge is that, because the tool uses GDI, the solution for upscaling is not native and has to be done manually via code. This means it needs to be very carefully thought out. But rest assured, I'm researching the best way to do this so the game looks great on any monitor.

Regarding the Resolution Error:
This behavior is a bug, and I sincerely apologize for the inconvenience! The game should revert to your monitor's original resolution without any error message. To help me understand the exact cause, could you tell me if you used the "Compile and Run" button, "Just Run," or ran the executable directly from a distribution version? Also, if possible, what was the exact message? That information is key for me to investigate the root cause of the problem.

I'm currently working on update 1.0.8, which is focused on more customization options, but the points you've brought up are critical for me to calmly review and think about the best approach. Rest assured, I'll do my best. ;)

Just an observation:
If you leave the "SCREEN" option checked and select the 800x600 resolution, the game will be in full screen. :D

Your feedback is extremely important and will be taken into account. Thanks again ! :)

(1 edit) (+1)

Run without Compile --> Exit the game once it starts --> This error message:

It then left the screen at the incorrect resolution, and I had to manually go reset the resolution in Windows settings. 


I was running it at 2560x1440, with my default baseline monitor resolution being 3440x1440.  Sounds like it couldn't return to regular resolution after exit.

Developer

Great! Thanks so much for sending me the exact error image; a picture makes all the difference in finding the root cause of the problem.

The fact that you were able to choose the 2560x1440 resolution is a good sign, as it means the game was able to identify it and list it as an available option. However, the failure occurred when the game tried to revert to your original resolution, as you correctly pointed out.

After looking into the situation, I believe I've solved the resolution recovery issue, especially for ultrawide monitors like yours! :)

This leads me to an important question: on the startup screen where you choose the resolution, does your default 3440x1440 resolution appear in the list of options?

Regardless of your answer, I've implemented a new security layer that now allows the game to identify and recover your default resolution, even if it wasn't initially listed.

I wanted to release this fix immediately, but it would disrupt my current workflow. So, I'll include this improvement in the next update. As always, I'll write a detailed changelog and let you know here so you can test it and give me your final verdict! Like I said, I believe I've solved it, but I'll only know for sure with your confirmation. :D

And, while I'm at it, one more question: how does the game look when running in 800x600 with the SCREEN option checked? Did it look good, filling the entire screen?

My idea is to replace the "800x600" option with the text "Fullscreen," as I believe most players prefer to run the game at the highest possible resolution and don't realize the fullscreen dynamic that the 800x600 setting offers.

Again, thank you so much for your help!

(+1)

3440x1440 does not appear as a selectable resolution in the starting list of options.

Developer

Thanks for the confirmation, this is exactly what I needed to know.

The fact that the 3440x1440 resolution doesn't appear in the initial list validates the cause of the problem. The system wasn't correctly recognizing it, which is why the game couldn't revert to your original resolution.

The fix I implemented was made to handle this situation. Even if the resolution isn't listed, the game should now be able to identify and recover it.

As I said before, the fix will be in the next update. 👍

All the best!

Developer (2 edits)

Hello, the new version is now available (1.0.8).

I gave you a small shout-out as a thank you for your help with the resolution issue. 👍

Check it out here: https://serpagames.itch.io/acsg/devlog/1036007/version-108-released-changelog

I really hope this has fixed it. If the problem still persists, please don't hesitate to let me know. Thanks!

(1 edit) (+1)

Is it possible to make equipment that can be used by multiple classes? Or perhaps gated based on stats or level

Developer

Hello and welcome! 😊

In the current state, no. The restriction is by class and level (both together).

Actually, making equipment restriction this way was a deliberate choice. For a maker tool like ACSG, this approach facilitates balancing and offers more exclusivity and personality to each class.

That said, I agree that restrictions based on attributes (stats) or level, as you suggested, offer more flexibility for creating builds, and the class restriction ends up being less flexible, yes.

The implementation of this feature is indeed a future possibility and will be thoroughly considered. For now, I have other priorities in the queue, but your suggestion is registered and will be carefully considered in the future. 👍

Thank you for this great insight and for contributing to ACSG! 💪

(+1)

Thanks for responding

Developer

You're welcome. Feel free to share any questions or suggestions. I'm here to help you.👍

Success, and I hope you have fun using ACSG.