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Creus

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A member registered May 11, 2020 · View creator page →

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It is wild what you can do with this scale!

Personally, I am most interested in using these in a movie or animation. I have a side idea of maybe using these at some point as terrain.

Some ideas:

  • Burnt out remains of a car (if players crash); I would suggest not making a model for every car. Something generic and multipurpose though if you add trucks or vans then maybe an additional wreckage for each major type.
  • Road textures or segments (not entirely sure the best way to implement this).
  • Caution Cones
(1 edit)

These are very nice looking :)

Are you still looking for character sprites?

On rare occasion I work on making a 7th edition.

Drat..... I almost made it.

It is nice to see the progress. Crazy to think that I could play a real tactical game on the gameboy!

I dig it.

It looks really good.

You've got a lot of commitment. It is also cool to learn about the back behind the scenes :)

Good for you!

I enjoy seeing the progress.

It looks really good

Looks cool.

Nice.

Nice!

The progress is cool.

It is pretty wild actually :)

You make such legit art! They are all soooo cool!

Looks pretty neat

These are actually really nice! I am amazed at what you have created.

It is fun to hear about the updates.

Very nice looking. I like the feel of how the wood floor looks.

This seems like a pretty neat tool. I don't use game maker but this kinda makes me wish I did.

I think I remember that, or at least finding you when you had only 1 or 2 items. Keep at all the work!

It is impressive how extensive your published pixel work is getting.

It is nice that you take the time to share.

Very nice looking. Has a rather unique feel to the coloration. It both looks familiar and different at the same time.

The backwall with lots of texture reminds me of tree bark, just an observation. I do feel like the textured wall runs the risk of conflicting visually with actors (player/foes/items) by creating a lot of visual noise.

If you use something more akin to the plainer backwall, then you could add occasional terrain backwall. Maybe a large crack, tunnel entrance, cave painting, under emphasized rock in the wall, etc. I think this could help a cave environment be more memorable and navigable. 

It is impressive how all these tiles look when combined.

I like your art.

The boss reveal animation was nicely done.

Nice Nice

It was a nice game.

That would be an interesting story. Who would be the ghosts then?

It is easy to find things in retrospect that should have been added or left out.  I think it can be easy as a developer to forget that new players don't know what you know. I remember the first tactics game I played. I didn't know I could select different party members by pressing R & L. I played the first five or so missions with only one character and a 'guest' character. Eventually, I felt I was missing something because I could find more people than I could deploy in the equipment menu. 

I think I eventually searched the manual and found a tip on how to select different people. It was long enough ago I don't really remember how I found the answer to my problem, but I did have to look it up.

I guess that is the value of doing little projects like this. You can quickly learn developer lessons.

That was nice to play. Makes me wonder what the backstory is.

I assumed my money going up meant I got paid but a $ or something could have been nice, too. 

I noticed that you start with 1 sword and materials to make 2 more so that is where the clicking starts from. The boxes you build are used only to make items. It turns out the background boxes are actually a key part of the interface and those show what your inventory actually is. You can also buy items from there as well.

I assume the master play is to buy the cheap items and build the more expensive ones.