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AdamStrange

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A member registered Jan 31, 2016 · View creator page →

Creator of

Recent community posts

Thanks for the supporting words :)

I'm currently working on a custom sound system which will eventually be folded into BloodCrypt. Hopefully it will make it something a bit more special...

sort of. Trialed the base gameplay and it's not currently 'fun', so making a quick rethink....

plants now grow and bloom :)


Red blooms explode and the numbers are debug info!

great art you got there. the worm is reminding me of Earthworm Jim

really interesting to see how you are doing the collision - looks brilliant :)

nice animation on the little guy :)

First time doing AGBIC.

Working with low res pixel style:


Still working on gameplay :/

Brand new version upped and ready for you to play with :)

should be ready in the next few days. I'll let you know :)

yes and no. The resolution is fixed at 16x16 = 256 chars.

but... You can use multiple chars - just click and drag to do this. you can then use bigger chars that way.

I am working on a 'new' screen which will allow you to make different pixel sizes:

what are you looking for?

There is a new version I am working on which allows you to create char resolutions up to 64x64. is this the sort of things?

It's back!

After going 'hidden' for a number of months... it's back and ready to be downloaded.

how would you see analog controls being introduced?

OK. Thanks for that I've just entered and will watch what happens :)

Sacred lands updated to V1.01

This includes:

bug fixes

removed debug code

fixed shader issues with linux

added windows 7/8 support

thanks for that one xerra. This was definitely a code-love-in :)

excellent - What are the details?

Introducing SacredLands. A fast, low-poly 3d action strategy game:

Itch.io page

Take Zarch/Virus, The Sentinel and Defender. mach them up and cook them for 6 weeks and you have Sacred Lands!

First learn to fly your ship.


Then start to protect your trees. will you shoot or plant power trees to get rid of the waves of unwanted admirers?


With many islands to clear and 3 fiendish level of difficulty, plus weather and loads of nasties...

Full low-poly 3d action/strategy.

How far will you get?



LOL. What a great comment. Let me know if you do something cool or thing of any way to improve things for you :)

it currently only exports .png as that is the main use for games. but you can easily convert to tiff using an image editor. what other formats were you thinking of?

could you give me some more information on what OS you are using :)

Linux build now added

Linux build now added along with new tools :)

There is an undo Cmd+Z - just not an undo button - I'll get onto that for you.

I'll also look into adding some more drawing tools :)

rightclick brings up the context menu with black/erase color, current color variations and paint/draw/pick options

Brilliant - blood brilliant. I keep playing it.....

The 7drl Entry: BlooodCrypt has just been updated to V1.06.

This is a huge update with 'floors' and several new monsters added including Skeleton warriors, bats, wurms, and tentacles among the bestiary!

There is now an introductory tutorial with scrolls giving information.

Lots of bug testing and new locations to explore as well as new traps to encounter.

Here is the full list of changes:

Ver 1.06 Todo

sound

magic books

proper end section with note from Mom

Ver 1.06 changes

  • bed, bedding, coffin, wood, coffin-open, shelf, bones, cup, plate, magnifying glass,  models added
  • hovering over a monster brings up a magnifying glass
  • main menu alterations
  • new logo integrated into menu and map view
  • objects now activated. gold,  food,  etc can be properly dealt with,  picked up etc.
  • display speeded up with new object managment system
  • monster(3d) and ui(2d) graphics seperated
  • inhabit mode now shows axe and axe movement when attacking
  • initial magnify info panel added
  • monsters now have automatic info panel
  • things have automatic info panel - key, coins, food
  • new menu graphics with new logo
  • new tickbox graphics
  • infopanel  tickbox activated by mouse click or S or DownArrow (when highlighted)
  • when info panel is not shown - clicking when the magnifying glass is shown will give help text
  • null added to dressing
  • lightFX now has second grid added for more things
  • nulllight added to lightFX
  • initial work on getting hidden tiles to function correctly - sometimes they don't drop right
  • fixed nasty bug which prevented movement from one tile to another
  • monsters now spawn more regularly
  • monsters can't spawn on top of other monsters
  • initial trigger systems activated for some lighting
  • fire and big fire now cause damage if walked over
  • minor graphic glitch with direction arrow sorted
  • lots of testing :)
  • layout editor click on map moves to position
  • scrolls can now be picked up from off the floor by click next to them
  • books are now things - they can be picked up
  • fruit, cheese, ham can now be on things
  • monsters spawn more randomly - before they would always spawn. now they have a 0% chance of spawning
  • monsters will hit back when attacked
  • things can be picked up in front of you in inhabit mode
  • minor menu graphics tidy up
  • normal and inhabit movement now synchronised correctly
  • inhabit now has vertical 'breathing' added
  • internal tile data format changed to support multiple card decks
  • editor - now supports multiple card decks
  • initial level 3 sewer layout done
  • tracker sequence sound reset sorted
  • when escape (exit to menu) pressed map will also vanish if visible
  • map now renders fluid
  • map now shows correct details if been revealed - hidden parts are not shown
  • map now renders path
  • map now renders sewers correctly
  • dust particles launch when knight moves
  • gribmax has new graphics
  • gribmax now pops and spans dribbles
  • trapdoors now have popup info
  • modified main shader to darken things as they go up. this gives a better render effect for the lights
  • added some extra 3d position checking
  • scores now integrated
  • scores now saved
  • scores now shown in main menu
  • gold amount now linked direct to score
  • movement bug - where you couldn't move - initial code rework
  • transition from current floor to new floor code complete
  • gates now have closed mechanism
  • corrected internal floor jump systems
  • added floor up/down systems
  • you can now travel to different floors
  • corrected right bottom icon display issue
  • increased graphic fidelity
  • minor score table edit to prevent multiple identical scores
  • going up/down floors takes you out of inhabit mode
  • 2x2 steps added to items
  • 6 colored potions added to dressing
  • external map different carddeck support added
  • internal carddecks added to editor
  • spikes now operational along with hidden triggers
  • spikes added to main map - so you encounter them first
  • card decks now operational
  • initial blood sewer tiles complete
  • level not clearing bug (where completed level was still present) fixed
  • spike toggle when in inhabit mode corrected
  • enemy2 becomes a wurm
  • wurms added to the red sewer
  • enemy3 is a batusbat
  • bats added to red sewer
  • book icons added to GUI
  • tentacle added to monsters
  • fallOff map created for monsters to track movements
  • skeletons now track your movements and will always find you
  • optimized fallOff map - it only calculates 1 offset per frame. it means creatures further away might not move
  • additonal map tiles added so there is the opportunity to have a book at start - if found!
  • books now appear in gui. there are 6 kinds with one being random
  • each level now has a title and basic help text on what to do
  • 2d graphics are now crisp
  • levels start faded to dark grey when title shows then color and lights are added
  • potions now appear in the gui. there are 6 kinds
  • pink potion is BIG
  • red potion is heal/hurt
  • green potion is immune
  • when big - you cant go through archways
  • fixed mouse over blocked movement bug
  • titles now show when you jump to a new floor - basic help on what to do
  • implemented splash screen into core windows
  • yellow potion is strength
  • initial scroll UI set up
  • correction to internal bitmapfont controls to correct alpha blending
  • 5 helpful scrolls added to tutorial
  • more movement error checking added
  • quest buttons now start un-enabled
  • quest buttons now updated And saved/loaded correctly
  • available decks now 4 not 3
  • new monster wraith
  • new level ossuary
  • new mx2 logo added
  • corrected scores
  • added lots of coins
  • bone throne added
  • skeleton warriors added
  • ossuary starts with more bones!
  • corrected floor/level when saving/adding scores
  • skeleton king ole boney added!
  • new modified potion icons that actually show what the potion might do...

Just a quick heads up that a new version is coming over the next few days.

with a few interesting additions:

Inhabit mode = play in First person similar to dungeon master

potions

more levels - trapdoors lead to the red sewer!

more monsters with different attacks and status

Icons sorted and windows and mac confirmed as releases

Well done - slow to start, but I enjoyed it

And... While we're looking at the editors. Here's a quick one of me working in 3d - yep I wrote the 3d editor too:


working on audio now.

Here's a shot of me doing stuff in my audio editor:


Details:

Using my own engine and tools to create a game with the following concept:

"A strategy game where you build cities through disasters."

Most of it is now complete, but I need to work on the separate challenges

Here's some pics:


Here's one of the editors in use (I created the sound and 3d editors):


And finally the base UI:


great little game you got here :)

I really liked the idea for this one - well done. some great animation too!

(1 edit)

Thank you loads for that. The whole RogueTable project has been on the go for quite a while. this is the first game to really start to push the engine and will be in active development for a while. One thing I really want to tackle is sound. Plus making sure there is a great game underneath everything. I will continue working on Blood crypt.

Thank you Jupiter. It's a great review :)

BloodCrypt Itch.io page


Big update with the following:

  • menu buttons now use game font
  • Keys A/D now rotate view
  • UI graphics slightly altered
  • smooth camera motion now added
  • blood hits screen when monsters attack you
  • Top Left UI now shows bones when a monster is killed
  • New Monster: Skeleton. appears after 6+ bones!
  • general output light is now brighter LightGrey instead of Grey
  • lighting brightened and toned down
  • Key i now activates inhabit mode
  • Key o now activates overhead mode
  • Escape Key goes back to menu
  • inhabit mode tidied up a bit
  • bone graphics modified
  • monster info shortened
  • rotate buttons added to bottom right of screen
  • new icon graphics fitting with style
  • monster movement tweaked
  • gribmax has 30% chance of giving you health when killed
  • new trapdoor animation and models making things much easier to see
  • new tree models and tree textures
  • new inhabit icons at bottom right giving movement and fight
  • new rotate icons at bottom right
  • new keyboard controls for inhabit arrows, qweasd.
  • bugfixes to new tile routines
  • corrected inhabit to an from normal errors
  • level jump codes added
  • some food has higher probabilty of being poisoned
  • crates, barrels, rocks, plant, cross  added
  • new tiles added
  • tile colors modified
  • sound trap and get-to internal tile triggers added
  • dressings now have a height value
  • new menu graphics
  • trapdoors now open when the key is collected
  • pink knight now moves properly
  • monsters now move properly
  • monsters now display blood scratches when hit
  • 4th fluid shader added
  • New Map view added with icon and keyboard M to activate

Ver 1.05 now available with the following:

  • menu buttons now use game font
  • Keys A/D now rotate view
  • UI graphics slightly altered
  • smooth camera motion now added
  • blood hits screen when monsters attack you
  • Top Left UI now shows bones when a monster is killed
  • New Monster: Skeleton. appears after 6+ bones!
  • general output light is now brighter LightGrey instead of Grey
  • lighting brightened and toned down
  • Key i now activates inhabit mode
  • Key o now activates overhead mode
  • Escape Key goes back to menu
  • inhabit mode tidied up a bit
  • bone graphics modified
  • monster info shortened
  • rotate buttons added to bottom right of screen
  • new icon graphics fitting with style
  • monster movement tweaked
  • gribmax has 30% chance of giving you health when killed
  • new trapdoor animation and models making things much easier to see
  • new tree models and tree textures
  • new inhabit icons at bottom right giving movement and fight
  • new rotate icons at bottom right
  • new keyboard controls for inhabit arrows, qweasd.
  • bugfixes to new tile routines
  • corrected inhabit to an from normal errors
  • level jump codes added
  • some food has higher probabilty of being poisoned
  • crates, barrels, rocks, plant, cross  added
  • new tiles added
  • tile colors modified
  • sound trap and get-to internal tile triggers added
  • dressings now have a height value
  • new menu graphics
  • trapdoors now open when the key is collected
  • pink knight now moves properly
  • monsters now move properly
  • monsters now display blood scratches when hit
  • 4th fluid shader added
  • New Map view added with icon and keyboard M to activate

Really nice little game. a bit confusing at first, but shows some nice concepts and great graphics :)