Thank you very much! :D
Recent community posts
Thank you! I'm glad to hear it fits. There are some wonderful chiptune music out there, but chiptune isn't really something I make and I'd rather take advantage of modern effects. There's definitely some more work that needs to go into this, but I'm happy with it so far. Thanks again! :D
Thank you! :D I agree, there isn't enough games like the original Zelda. There will definitely be aspects of this game which are similar to the original zelda: an array of tools/items, heart-containers, dungeons, puzzles. I don't have specific items planned out yet, but I think I am going to avoid the Zelda staples to differentiate this title a bit as well as try to discover new mechanics.
With this game, I'd like it to largely resemble the original Zelda in terms of the player's freedom to explore anywhere at any point without having to be railroaded by story (like what the later Zelda games do), despite what consequences might occur. However, there are aspects from the later games I do want to incorporate into this game, the biggest one being characters/side quests. I'd still like there to exist interesting characters to interact with (which the original LoZ lacks) as well as maybe side quests like what the later LoZ titles offer.
Hopefully that answers you question. Thanks again!
Today I started work on building that dungeon mockup into the game. So far I've only built out the first couple of rooms but this week I'll work on building the rest out. Here's a gif of it in action so far:
I spent some more time on art today. I continued to create dungeon art assets by expanding the mockup from my last update. Here's a final version of this dungeon mockup. I threw in that giant skull-spider as a sort of placeholder for a boss. Though, I might still use it.
Hey everyone! This'll be a short update. I was getting overwhelmed with other things going on in my life, so I took a break for about a week or so. But I'm back at it now!
1) Dungeon Artwork
I've started work on the artwork for dungeons in the game, So far, I'm just mocking up how it'll look and what assets I'll need. Here's the mockup and a screenshot of me working on it:
2) Dungeon Music
I started work on some music for dungeons. I wrote this, and I like it so far, but it's definitely far from being complete.
3) What's next?
I'm going to continue dungeon work, including art and audio assets plus animations. After that, I'll try my hand at designing a dungeon. I'll be sure to keep you all posted!
Also, please let me know your thoughts on this project so far! I'd love to know what you're all thinking. Thanks!
Here are most of the tools I use to develop my games:
- Haxeflixel as my development framework (which includes other tools such as Lime and OpenFL).
- FlashDevelop for my IDE.
- Pyxel Edit for art and animation creation.
- Reaper for music creation (with a bunch of free VSTs)
- LabChirp for sfx creation.
- git in combination with Bitbucket for my source control.
- LICEcap for creating animated gifs to show off.
- Paint.NET, gimp, and inkscape for image creation that isn't my in game art (banners, boxshots, etc.).
I'd really like for some way to follow devlogs other than just checking the devlog section for updates. TIGSource allows users to "subscribe" to threads and will get notifications when that thread is updated. Preferably, I'd like to be notified when the creator of thread supplies an actual update but I realize that is much harder to indicate than a thread just being updated. Anyway, just an idea!
What is this?
Glow Flower is an action/adventure game I have been working on for the past few months. The game will have a strong emphasis on exploration, in the same vein as the original Zelda game. The game will be open for players to explore but players will have to survive as well as use their wits to explore it all.
This game started as an entry for the GBJam earlier this year. I didn't end up submitting an entry but I liked this concept and art style enough to continue working on it. The game (per jame rules) started with out 4 colors. It has since jumped up to 7, but I don't intend on going much higher than that, if at all.
The game is being developed in HaxeFlixel for PCs (Windows, Mac, Linux). I'm doing the programming, art, and music for the game.
Progress so far
So far, I have a lot of code groundwork done. After building the incredibly rough version intended for GBJam, I spent time doing some heavy refactoring and writing systems to more easily allow me to create entities (based off of JSON data). During which, I did spend time on art and animation. At this point I'm ready to start building content like enemies, locations, other npcs, etc. I've decided to start with designing enemies. I still have a bunch of work ahead of me, obviously! :D
So, I have a bunch of art to share, so I'm just going to dump those here.
I've been playing SMT Nocturne because I never got around to beating it (or even getting terribly far in it). I finally got around to setting up PCSX2 (PS2 emulator) and it actually works pretty great!
This looks cool! I really like the concept, specifically how you progress through the game by finding flora and fauna. Also, I just love exploration games. I'll have to keep my eye out for this!
I've been working on a action/adventure/exploration game inspired heavily by specifically the first Zelda. I really like in the first Zelda how you're given a goal but not told where to go. I want to make a game with a sense of uninhibited exploration that Zelda 1 offered.
I've been working on it for a couple months now and I still have a ways to go. Here's a pretty recent screenshot:
Hi! I'm hexdie, and I've been making games now for about 1.5 years. I am a programmer professionally but I don't work on games there, so I make games on the side. I code games using HaxeFlixel and I make the music and art as well. I'm currently working on a Zelda-like game that's still pretty early in development. If you're interested, you can find me on Twitter.