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Baku

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Replied to leafo in 2017 ?

Wooo! :D

Neat little "demo" or "engine" or whatever you could call it. Not much to do of course, but what is in there at least looks great!

Would be pretty nice if there were ways to extend your time. In the current game, it feels as if there's a pretty hard limit to possible score that tops out around the mid 30s :(

Definitely one of the most beautiful entries!! Even after a long time, I still hadn't come very far with any of the dateable NPCs. Too real, man xD

Not bad, man! This isn't exactly my style of gameplay, but I enjoyed it, so I'm positively surprised!

Beautiful graphics and sound! The atmosphere is great, and I love that items actually change your looks, impressive that you managed this within the time limit. Combat is pretty clumsy, otherwise great!

Just like I expected, this was pretty nice, man! It was difficult to get into at first, since the text in-game is near impossible to read, so I had to read the guide on the game's page, but once I understood it, it was very good. Beautiful graphics, too.

On my first try I got my plants going, then proceeded to walk around everywhere and look at things. But then my plants died before I could harvest anything lol. :( Second try I succeeded and harvested a bunch of stuff! There are some minor issues like the movement feeling a lil weird and the plants withering very fast, but other than that I liked it! And the atmosphere in general was very cozy and nice :D

1.1 changelog:

  • Music for Haunted Woods and Western Banks has been switched and is now correct.
  • Music for Haunted Woods now correctly plays when entering the area.
  • Gap in the collision detection near the Western Banks key has been filled.
  • The 2 spiky pillars near the Western Banks key have been tweaked, so they are now avoidable.
  • The EXE file now has a custom Legend of Xenia icon.

I'm also looking into getting Mac and Linux builds compiled.

There's some funny business going on with the music tracks in the East and West areas. First of all the tracks are accidentally switched, and second of all one of them doesn't even play at all. The music's volume in general could also be better balanced. I will fix these issues as soon as I awake from my post-gamejam sleep.

Posted in 2017 ?

I sure hope so!

Posted in Blomst comments

Known bug: Having multiple computer mice plugged in simultaneously can make the game laggy while aiming with some of those mice. I'll look into this for the next build.

Replied to AbraPSI in Blomst comments

Huh, that seems weird. How exactly does it crash? Does it just freeze, or does a fatal error popup appear? If a popup appears, please copy and paste what it says as that would tell me the exact cause of the crash.

Replied to Arks in Blomst comments

Hey! There's finally a playable build! Long way from feature complete, but the general loop is there I think :D

(Edited 2 times)

I haven't done much so far (blame SGDQ and PokΓ©mon GO, as well as saving energy for the GM48 gamejam this weekend), but here's what I have on my game so far. As a reminder, I'm doing Dungeon of Flowers.

It's really just the movement system that's complete. You can use mouse/keyboard or a gamepad, it's the usual twinstick-type movement. When using a gamepad, left stick moves and right stick aims. If you let go of right stick for 2 seconds, then aim just follows left stick's movement.

Now it's time for some animations and background tiles!

Loving those examples. I am nowhere near far enough into development to have music made, but I will totally keep you in the back of my mind, your stuff sounds lovely :D

Paste a link to an image and then press enter, then the picture shows up in the wysiwyg :D

I'v been brainstorming for a few days, and today I'll actually start working on my game. I'll be taking inspiration from Dungeon of Flowers by Ribbon Black.


I'm thinking something like a 3/4 perspective dungeon crawler themed around flowers in some way. What's gonna be the biggest challenge is the "1000 dungeons, 1 million monsters" bit. I might try to do something with procedural generation or random selection to achieve that. But we'll see!

(Just to be clear, the current 100% off $1000 discount is a joke. The game has always been and will always be free.)

Duh.. Go and make some video games!

Thank you! And nope, I'm all alone, just little old me. (Except for the super talented jox and gasparatus who hepled with the music) :D

Thank you for playing the game! And sorry for this late answer, life's been really busy. I will add it to the list of things to fix.

Hi! Thank you for the comment and for playing the game! Sorry for this late answer, life's been busy. The 3rd key is in the middle of the Mucky Thicket area.

Tiny update on the current state of things:

A small update to the game is in the works, but other things have kept me busy, so it's a little delayed. The update will only add some small cutscenes and a "main menu" type thing anyway, so if you're thinking of playing LoX right now, the current build is still totally ok!

A Linux is also a thing that could happen with the update.

Yep!

That was totally within the rules :)

Unless your engine "thinks" in 64x64 but still displays some subpixel-stuff (like what happens if you upscale a GameMaker game and then rotate a sprite, and don't do anything to make it also display it correctly at 64x64)

Thanks for the comment, glad you like the game :D

A Linux version was talked about, but since people requested a Mac version, we prioritised that highest in the past. I'm working on an update to the game that should be released some time this week, so I'll talk to my Mac/Linux guy about also compiling for Linux this time.

Nice find. Haha, pesky Apple and their security concerns.. I'd love to know if this solves your issuse, once you have time to try it!

When moving horisontally, your horisontal speed is 1 pixel per step (game runs 30 steps per second). Same goes for vertical movement. So when doing both at the same time, both horisontal and vertical speeds are 1, resulting in an effective diagonal speed of sqrt(2), or 1.4. It's just a quirk of my movement system. I could do something fancier, but at this low resolution, horisontal and vertical speeds that aren't ints looks really bad, so I kept it simple.

Hmm.. The other guy who requested a Mac version was able to play it. It could be an issue with your connection, but I'm not sure. At any rate, here's a new attempt at a Mac build, see if this one works: https://www.dropbox.com/s/h2z5ijhmjpssuvg/Legend%2...

I'm told that means the download got corrupted. You could try downloading it again and see it that works, or alternatively try grabbing it from here: https://www.dropbox.com/s/gakeugamj7vt07n/Legend%2...

Mac version up! If you find any issues with it, throw a comment my way and I'll try to figure it out with my Mac compiler guy.

Mac version up! If you find any issues with it, throw a comment my way and I'll try to figure it out with my Mac compiler guy.

1.1 changelog:

  • Music for Haunted Woods and Western Banks has been switched and is now correct.
  • Music for Haunted Woods now correctly plays when entering the area.
  • Gap in the collision detection near the Western Banks key has been filled.
  • The 2 spiky pillars near the Western Banks key have been tweaked, so they are now avoidable.
  • The EXE file now has a custom Legend of Xenia icon.

I'm also looking into getting Mac and Linux builds compiled.

I can't do it myself as I don't have any Mac hardware to compile it on, but I know some people who do. I'll talk to them about it!

There's some funny business going on with the music tracks in the East and West areas. First of all the tracks are accidentally switched, and second of all one of them doesn't even play at all. The music's volume in general could also be better balanced. I will fix these issues as soon as I awake from my post-gamejam sleep.

Replied to jox in Screenshot Daily

<3

Replied to jox in Screenshot Daily

Sure! I guess since I'm already borrowing a lot from Zelda, the music could be in that vein as well? I'm thinking to begin with I need at least 2 tracks, an overworld one that's adventure-y and fairly happy, and a boss track that's super intense. Thinking 8-bit chiptune stuff. Would be best of they loop, of course.

So totally, go ahead and play around with the above concepts if you feel like helping me out! :D

No pressure tho, I've found some free music here that, in a worst case scenario, could also work, but stuff created specifically for this project is of course much cooler.

That reward animation looks insanely smooth, when the size is taking into consideration! Game looks better and better with every post!