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DevilsWork.shop

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A member registered Mar 06, 2015 · View creator page →

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Thank you for that excellent review! My friend who is Turkish had translated your video for me :)

Absolutely! Have fun! Post some updates here too - cheers

No, this art  has been inspired by one of my favorite games. These sprites are free and not licensed to be used for any commercial project and is only meant to be used for personal projects. 

Thanks :D 

I've been following the dev blog and Im so excited to finally play this game - such a cute coming of age game. The story's a slice of life, and the art style, and the vfx, and music complement the entire experience.

I hope you make more visual novels! 

I've been following the dev blog and Im so excited to finally play this game - such a cute coming of age game. The story's a slice of life, and the art style, and the vfx, and music complement the entire experience.

I hope you make more visual novels! 

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2 days left! 

 I got the Dialog system working but the 9 sliced object does not behave like a regular object. Even Pinning that object does not work for strange reasons.

Pretty sure this has to do with pinning objects and Game Object Behavior.


On a completely different note - there's just a day or two more remaining on this gamejam and Im happy I got to learn how to even build a game in Construct 3. I appreciate all the help from the construct forums and the itch forums. I will continue working on this project and moved the dev blog over to http://devilsworkshop.tumblr.com/ 

So to reevaluate I am so happy I got to learn the following things 

  • Setting up a scene in C3
  • Create a fade element that fades over time 
  • Creating Player Controls for an asymmetric character 
  • Pinning shadows to moving objects
  • Creating collisions 
  • Importing video into a layout 
  • creating trigger conditions to hide unhide objects 
  • Animating a character's movement using *delta-time
  • Creating a functioning HUD
  • First lessons on optimization - learning to use Background tiles 
  • Creating objects with multiple animation cycles within them 
  • Battling Z Order monster and taming that beast 
  • Adding text to the game
  • Assigning special keystrokes to perform actions
  • Working with layer effects - adding a retro filter to the game 
  • Adding Lights 
  • Creating Save Points


Thanks for staying tuned and congrats to the folks who have finished their game! Hat's off to the organizers of this fun gamejam! If it weren't for you guys I would have not explored making solo games as an option - cheers! 

3 Days left


Flushed out some game assets so that the first room can be completed. 

Ah, looks like there was an error with the way the file was setup to download

Can you try and download it again - thanks 

That line art quality is sweet! Love the aesthetics 

4 Days left  
Update 1 

A day of rest 

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5 Days left  
Update 1 and Only 1 

It's been a very frustrating experience trying to tackle Z Order sorting in Construct 3. There are not too many tutorials that explain the logic behind how C3 handles this. One kind soul from the forums helped me with the code and I have a ton of appreciation for them sharing their code.  Read more about it and grab the source file from here
But my next steps are to get a good understanding behind the logic of Z Order / Families / and Instances. 

For now, here is the finished scene for today's update 

Wow, It's been a few days since I last checked on your project and boy! there's a ton of really good progress! 
Love all the visual updates and it's a treat reading though this dev blog 

That level 5 bug reminds me of this poem 

So good to know that you've finished so much in such a short time, Jatsu - Looking forward to playing your game :)

I am so new to programming that it is quiet a surprise to see how a player transitions from one screen to another - love all your animated gifs. I also appreciate the fact that your production art pipeline is so optimized - got my eye on this project once it's complete - cheers

Post some of your concept work here - I'm sure everyone would love to see dev work :) 

That quality! Now this is one polished game and every bit of it is such a treat 

I hope you keep developing your game even if the deadline comes and goes 

oh man, this game is evolving to look like a ton of fun! The environmental traps are 'Cool' ;) 
My big road block is 'programming' enemy types - really like how your environment and flying enemy behave 

Love this entire development blog you have going on here and Im excited to play your game! 

love these little characters! 

Thank you, my friend :) 

Day 6 and counting down. 
Update 1

I've hit a wall with Z Order sorting. Dang
From my finding - it is easy if the Layout has a player and one object to Z Order Sort 


When introducing a second object to Z Order sort - the game behaves strangely and only sorts one of the two objects 


To the interwebs! Hopefully I get an answer soon 

Thanks Jatsu :) 

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Day 7 and counting down. 
Update 3



Documenting some of the mistrials of learning Z Order Sorting in Construct3. In this case I have figured out rudimentary Z Order sorting between player and one object. The big challenge is applying Z Order sorting to an entire family of objects and building the events efficiently so that the game does not drop frame-rates 

—————————————————-

Let’s consider three objects

  • Player 
  • A Door
  • A Blue Prop called RandomProp

For the first part of this exercise, lets focus on the player and the door. 
The player has been assigned some basic controllers. 
The Z Order Bar looks like this 


If you run the game now, the player will move behind the Door and RandomProp



Now we are going to do a conditional check.
Create a condition - where if the players pivot point.Y is greater than the door pivotpoint.Y -then resort the Z Order of the door and move it behind the player.

Quickly testing that condition we get the following results 


Ok, so it works. Initially the game checks the zorder for the three objects - the player is behind everything - so when the player moves it goes behind the door. 
Now when the player moves downwards, the player pivotpoint.Y is greater than the door’s pivotpoint.Y - so the system immediately sorts the player to the top. 
And when the player goes back to the top where it’s pivotpoint.Y is lesser than the door’s pivotpoint.Y - we have not assigned any condition so the player still stays Z Order sorted to the top and goes over the door. 

Let’s add another condition to instruct the system to check for Z Order sorting between Player and Door and display it correctly 


Small update to the event sheet. Instead of moving the Door in front or behind the Player, that has been changed to the Player now moves in front or behind the Door. I anticipate there will be many objects that have to perform the same function and this method already feels inefficient. 

-------------------------------------

When the condition exists for two objects - the system does not perform the expected behavior and the Door's sort does not work while the RandomProp's sort order works. 
I will need to research 'Sort Z Order' a bit more as the concept is new and a bit confusing 

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Wow, that's some solid development - I love that water effect you got going on there

What are you using to build this game? 

haha, true! so practical and efficient :) 
Love how the game is coming along 

That is exactly what I was searching for - how to make an object 'persistent' - thanks! 

Day 7 and counting down. 
Update 2


Things to remember the next time I am working on a Construct3 Project - Organize everything so it makes sense. 
Took a pass at standardizing all the layers, and Project folders and objects. I also made a template Layout with the same Layer names so I can easily create the next layout with ease. 
Though this took me quiet a bit more time than anticipated, Im glad that this helped define future project pipelines using Construct3 

Ah thank you :) - Created a small On-boarding level so players can get the hang of controls how to interact with objects. I need to figure out how to make the player not go though this on-boarding level once they have died.

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Day 7 and counting down. 
Update 1 


  • Figured out how to pin an object to another object - in the case above the collision area for the laptop is pinned to the laptop. Pinning collision would make more sense if the player is interacting with the laptop and there's box2d physics applied to it
  • The second part of today's update is battling ZOrder sorting in Construct3. On executing this command - ZOrder is a bit unexpected. 
    Back to the drawing board for more ZOrder sorting 

Updated 5 - Last one for the night 


  • Player Controls are finally functioning
  • Player on-boarding prompt implemented
  • Wall collisions are in, though I might have to take an optimization pass at this towards the end 
  • Learnt how to assign a Boolean Variable to re-orient Player character  - that might come back later to bite me on the butt as I have no clue how that worked :) 

Pretty fun game! 

My suggestion - A 'Kill-Screen' explosive to wipe out all the enemies on the screen.

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Update 4 

Phew, finally got a good part of the player controllers .. but now the player can moonwalk (facepalm.gif) 


Update 3

Completed the player’s 4 animation cycles

  • Idle 
  • Confirm
  • Walk
  • Run

wow, good work on getting you guys all organized w/ trello
and all the best 

 I'm stuck trying to figure out how to make an event play only once and then terminate it's self after it has executed the action. To the Internets! 

You game looks like a lot of fun to build! This has also peaked my interest in Twine 

Oh man, I love what you got going on here  :) so good to see how the project is evolving - cheers 

Love your character designs - quality works Niadraws! 

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Update 2 


  • Every time the layout loads - player will walk 'x' units to the right. 
  • Still working though the kinks of player controller
    Disabling the default controls and assigning one’s own variables is time consuming but rewarding. 

Next Steps 

  • Flushing out the animation sprites for Player walking