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A member registered Feb 06, 2015 · View creator page β†’

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I've currently only got Linux running in a vm that's really slow and doesn't support sound output, so it's hard for me to test the game properly. So that's a no for now :(

I've been wanting to set up proper Linux for some time though, if I ever get around to actually doing it, then I'll likely put out a Linux version.

I mean, go ahead Β―\_(ツ)_/Β―

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I replied with "thinking" emojis. Since the resolution is 64x64 because this gamejam is specifically about making 64x64 games, your resolution comment seemed a little weird :P

It was made for a gamejam where games needed to be 64x64, the low res is literally the entire point of it lol


Thanks leaf β™₯

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Day 5, 6, 7, 8, and some of 9 - who needs a consistent devlog schedule anyway

I am starting to feel the burn a little. Lots of new progress, but perhaps 10 % less than what I would've liked at this point. Anyway, it's going fine! List of new things:

  • Moving between rooms
  • Work in progress pause menu + HUD
  • Rocks, fence posts and trees - got a good workflow of quickly adding inanimate solid objects now
  • Sword pickup + sword attacks (I debated a lot whether to have the player carry around an in actual sword and animate it in-game, or do some kinda pre-rendered 2D overlay as part of the HUD - ended up with the latter, animated in Blender, and hey it looks alright!)
  • Slime enemies!
    • Green is the basic one, 2 HP, fairly random slow movement
    • Blue is a bit more tanky, 4 HP, moves directly towards player, then flees for a while when hit
    • Red is aggressive, 3 HP, moves by jumping quickly towards the player

Here are some GIFs (most of which you've probably already seen on Twitter by now but eh 😜):

Sword pickup - at this point in time the equipped sword is a 3D model... ...which would be difficult to animate, and it causes problems like this Solution: Attacks rendered as 2D sprites, shown on top of gameplay!
Slimes! Putting everything together for the first combat test - it's decent™

A common way is to just say "while the player is stuck in a solid object, move the player up (or some other direction) until they're not". Bit of a lazy band-aid fix, but it'll do the trick :P

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Amazing and beautiful game, as expected from you Ellian :D

Bug report time! Since it's kind of a spoiler, it's in strikethrough text I guess: I got locked down as the falling monitor landed on me! Couldn't move or jump, and it happened in a place where I couldn't die so I had to restart that level with R.

I tried playing some Celeste Classic just as a comparison, it might be similar volume-wise so you might be right about that

It might just be that your sound effects sound really harsh, that white noise rain effect in particular, oof >w<

Oh, that makes sense.

I would probably just define a specific size for items (8x8 for example) and never make them bigger than that, assuming it's posible enough to draw enough unique looking versions of similar items at that size. I'm doing something similar for weapons and spells, and so far it looks those are all gonna be 5x5 (or even 4x4) lol rip

Those sound effects are very loud D:

This seems really interesting!

I like those cinnamon roll bush things :D

I feel like your hud is taking up more space that it needs to. Wasting pixels on big fancy curved panels that seemingly don't need to be that big, at least from what I can tell looking at that bottom left corner Β―\_(ツ)_/Β― The auto-hide thing is neat though.

Day 3, 4

Slow days! Also I did a lot of stuff that wasn't very "showy", so I didn't post yesterday. I also did a lot of experimenting with different things that never resulted in anything concrete getting implemented yet (playing with mipmapping, antialising, texture filtering, different 3D things I haven't touched before), and I also did some UI and menu mockups. You'll see that stuff later.

I added some grass to the ledges of the hills, so that it's easier to tell where the ledge ends, when seen from above (you'll notice that's quite hard in the gif from Day 2). I also added some subtle fog that starts almost immediately, but ends very far away, just to slightly shade the grass below (since it's further away (this was done after the below gif was recorded though). I need to look into proper lighting/shading soon >w<

I also designed a new font, an update of the I made last year. It's just a bit more compact this time around, and slightly more AA'd. Not sure how I like that tbh, might tone it down. I then started working on a textbox/dialogue system, and made a signpost to test it with.

Ain't no lowrezjam without a shitty dialogue test or two

Day 2

I spent the first half of the day moving stuff from yesterday's prototype project into the "real" project, while refactoring the code, making things neater and more easily expandable. Things like creating a parent object for every single "3D"-enabled object that give them z and height variables since GM doesn't have any instance variables like that by default, making objects automatically use the z value of the layer they are on by default (so I can very easily build terrain with different elevations, place props and enemies at correct elevation, etc.) in the room editor, moved all my custom 3D collision code into a parent entity object that all moving objects like the player and enemies will inherit, etc.

Then I started modelling some 3D "tiles" that I can build terrain with.  I'm completely new to modelling, so my process can best be described as "rolling my head around on the keyboard until Blender does the right thing", but eventually got something usable. For the slopes I cheated by just making a 2D texture, and of course it looks much better than everything else... typical πŸ˜…

I am looking forward to making more 3D models and implementing some more basic things tomorrow!

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Legend of Xenia 3D

Following the first and second games, it's time for the third entry in the Legend of Xenia series! Now for the first time ripping of the Legend of Zelda in the third dimension. At this point I am not sure whether this is a sequel, prequel, remake of 1 and/or 2, an actual ending to 2, or all of the above Β―\_(ツ)_/Β―

- Day 1? It hasn't even been 24 hours yet, but I'm going to bed now. "Day 0.5"?

I spent today doing some preliminary engine work. I'm using GMS2, and I'm doing a 3D game, so I set up a base project, and tried to program some simple 3D collisions and ramps. The entire project hinges on this, so it better work. For now it looks like it does, so that's nice.

If Legend of Xenia 1, with it's simple Pico-8 look, was inspired by Zelda games on the GameBoy, and Xenia 2, with its Minish Cap-esque colours, inspired by the GBA... Friends,  it's time for janky 3D graphics like on the Nintendo DS! πŸ˜ƒ

The idea of making a game where I can't design everything specifically for the 64x64 resolution (as I could with 2D pixelart) is very interesting! I am looking forward to the next 2 weeks a ton.

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Here are my fonts from my previous 2 entries, free to use if you anyone wants to:

Xeniatype, 4px tall:

Xeniatype 2, 6px tall (sprite font):

merge_colour, with the UK spelling, doesn't work while using live, it just returns 0 instead of the merged colour.

merge_color, with the US spelling, does work correctly.

To reproduce in a new project with GMLive.gml, add the following to obj_gmlive Draw:

var _col1 = c_fuchsia;
var _col2 = c_aqua;
var _blend = (sin(current_time / 1000) * 0.5) + 0.5;
draw_text(0, 0, string(merge_color(_col1, _col2, _blend)));
draw_text(0, 20, string(merge_colour(_col1, _col2, _blend)));

Running the project with live enabled, we see merge_color works, and merge_colour works for a hot second but then starts returning 0 after "Ready!" pops up in output console.

Press left/right on the title screen to switch between different keyboard layouts. There are tutorials in-game that should tell you which keys to press (these will show controller buttons instead if you have a controller plugged in).

Here's a quick reference of the action keys on the different keyboard layouts:

Grab / poke:XXXO
Ground pound:ZYWA

Easy - didn't use Pico-8.



It is free...? Press "no thanks, take me to download" on the donation screen.

Don't jinx it πŸ˜‰

* You can in fact press Q to instantly skip a dialogue, like it says on the game page. It's more of a debuggy command though, but it works.

* Β―\_(ツ)_/Β―

* Yeah, thought about doing a map. Probably will add one in. There should've been another cutscene up by the gate telling you where you should look for the statues probably

Not bad! W and S didn't work in singleplayer mode though, so I had to use arrow keys (which would cause page to scroll up and down), little weird

The red slimes are meant to be a little more difficult if, so you should try to kill them fast, or they'll come lunging after you! As a "reward" they are more likely to drop hearts.

A quick fireball is enough to get  rid of them in an instant!

Thank you! Fun video. And haha, yeah, some of the coding decisins in this game were a little shoddy, resulting in some bugs here and there. After beating the boss you just had to talk to the queen and the game would end, after a short convo about the king still being missing from that shipwreck...

At any rate, there's a sequel now! Still 64x64, but way better graphics, gameplay, story, etc. There are actually people in the houses now :P


Thanks! Android is unfortunately not happening.

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← Day 6 + 7

Day 8 + 9 + 10:

My devlog updates are getting less and less frequent, huh? I'm really starting to feel the crunch kicking in, so I've just been focusing on making the game instead of spending time on these updates - my terrible sleep schedule which makes me feel tired constantly doesn't help either. So there might be a couple days between this and the next devlog updates, too.

So have I actually gotten some stuff done since last time or what? I certainly have!

First is combat. Enemies can now hurt you, and you can hurt enemies. 

New attack animations (right), compared to LoX1 (left)
Watch out, bush boys, she has a sword now!

After having done the left and right attack animations, I was asked by a friend to show my animation process, so I timelapsed the creation of the up and down attacks. May or may not be interesting Β―\_(ツ)_/Β―

Notice in the gameplay above that the "dynamic" shadows are always green, even over dirt paths? That's not very dynamic at all! So I added the ability to have differently coloured shadows depending on the ground tiles. This was a nightmare, but it's worth it I guess. Also added sand, as well as water animated water (still w.i.p.)

I also added cuttable long grass, which was also present in LoX1 and every Zelda-like game ever. I tried making it a bit more dynamic this time, (mostly because I couldn't pixel a nice looking sprite >.<)

Differently coloured shadows! :DDon't mind me, just cutting some grass~~OH NO NOT AGAIN

At this point there's enough bits and bobs in the game that I wanted to start designing the world. Since the player will be visiting some old areas, and some new areas, I thought I'd start by remaking the starting area of LoX1 to get a feel for GMS2's level design workflow (spoilers: SO MUCH BETTER THAN GMS1 HOLY HECK, gms2 room editor = ❀️❀️❀️)

See you in a day or two, and good luck with your own games in the meantime!

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← Day 5

Day 6 + 7:

I took some time to really think about what I wanted to do with LoX 2 story-wise. Should this game be a retelling/remake of the first one except done better, should it be a prequel that [story spoilers from LoX1 in strikethrough] shows the events of the shipwreck, or maybe a sequel that explores what happens next with, for example, the missing king? I've decided on the latter - Legend of Xenia 2, as the name suggests, will be a sequel that takes place a few years after the first one! General story has been worked out, more specific story beats still to be defined though.

I've also finally started animating Xenia. Feels good man. All four run/walk (it looks like a bit of both, really...) animations are done. Confident stride, bouncy subpixelated hair, all in all they turned out pretty lovely.

Movement animationsIn-game

Next I'll do her basic attack animations, but before I start doing that, she really needs something to attack, doesn't she? Say hello to the first enemy! ...wait, those are just bushes, aren't they? ..oh. oh nO THEY'RE NOT, NOPPPPE

And on that bombshell... see you tomorrow in a few days!

β†’ Day 8 + 9 + 10

Seems like some decently fair reasoning. Good! :D

The unfortunate reality is that popular jams always get spam entries, but yours seemed a little more honest so I decided to ask you instead of report it to jam host or something lol

Why submit to lowrezjam when you know the game is not 64x64?

Someone else trying their go at that fake 3D voxel layer stacking thing? A person after my own heart! For reals though, this is looking pretty sweet, who don't like animals and trains?

I feel like the tiny resolution helps to mask the "fakeness" of the 3D, so that's pretty neat

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← Day 4

Day 5:

Another slow one. Huh, not too much productivity lately. Doesn't help that there's a festival in town right now. Oh well, tomorrow I'll brew some extra strong coffee and put in some extra effort.

Today I pulled some more quick static objects into the game, and implemented "dynamic" shadows. Outline shaders, yay! I'm like, the worst ever at shaders, so this was a fun challenge to tackle. Then I decided to tackle another challenge, that of a textbox/dialogue engine. I looked through ready-made ones, including this one made by a friend (v4 of that engine was what I used in LoX1!), but ended up writing my own super simple one without any unnecessary bells and whistles. So that was god damn miserable, seriously, typewriter effect + good linebreaks suck fun.

Shadows (poopy gif, sorry!)Dialogue engine test, as creepy as ever

I'm sure tomorrow will be great! Also, thank you all for the great comments so far β€οΈ

β†’ Day 6 + 7

The macOS version of Legend of Xenia has been there since 19 April, 2016 πŸ˜› It was compiled by a friend, and I believe some people were having issues with it, so your mileage may vary.

HTML5 version of LoX2 could potentially happen at some point, if enough people pay for it like last year (LoX1 earned me about ~$50 from people randomly deciding to pay!) - the GMS2 HTML5 export is a little pricey and I can't really afford it right now though :l

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← Day 3

Day 4:

Slow day. I started out by making a new font for the game. Looking back at the Legend of Xenia font, I realised it really wasn't that readable at all, being too small and blocky. So I decided to make my new font a bit bigger sprite-font, which means it's just a bunch of images, so that I can add manual antialiasing to make it clearer, as well as do fancy button icons if necessary. Here's the font:

FontDialogue mockup

I also started my actual game project, setting up a bunch of behind the scenes stuff. Controllers, state machines, collision engine, and player movement. Using GameMaker Studio 2, if you're wondering.

See you tomorrow!

β†’ Day 5

Taking the infamous screenshake and making it deadly? Dang, that's a super clever idea, hopefully it's intuitive enough to work in practice even once you add some more complexity to the game