Looks really fantastic! Excellent pixel art as always!
Recent community posts
I know about this bug! Sorry you encountered it on the final boss. After the game jam rating period I will be updating the game with bug fixes as well as additional content!
The skulls are supposed to not appear within a certain radius of the player, but it's possible for the player to move into that radius while they're appearing. I might be able to tweak this.
You can indeed dash and jump at the same time! Start a dash on the ground, and then press jump to do a jump that'll give you more distance. You can get over spike pits with a normal jump if you jump late enough, but dash-jumping is where it's really at.
Thank you for playing and I'm glad you enjoyed the artwork!
A dash jump gives you more distance, but the same height as a normal jump. To get on the platforms in that room you have to wall jump on the edge of the platform.
I'm glad you like the artwork! :D
Thanks for the feedback! I agree, the backgrounds probably had too much going on for this game. That's something I'd like to work on.
Glad you enjoyed it, and thanks for playing! I'll be updating it with more levels at some point.
Hey, thank you! I've been wanting to make Demon's Hymn 2 ever since Demon's Hymn 1. After I finish Atmocopter, I'll be working on a non-low-rez Demon's Hymn as my next major project. (But it'll be a while 'til that starts up.)
I had some trouble running your game, because launch4j couldn't find my Java installation in the registry. I looked at my registry and it all seems to be in order, so I'm not sure why that would happen...
But I did figure out I can just run your game with the command "java -jar game.exe"! So I was able to play. I got to level 3 and my high score is 30. Cool little game concept!
Holy crap. Lots of new stuff!
- TONS of new music added by my good friend and amazing musician, Charlie McCarron!
To say it's "epic" is an understatement... You'll have to wait 'til release to hear it!
- Added a skippable intro cutscene before the title drops.
- Level 1 is 100% done! There's also a new HP meter, which you can see here. Max HP has changed from 3 to 5.
- All player and enemy graphics have been updated to contrast better with the backgrounds.
- A shader now keeps all the colors locked to the DB32 palette.
- Blue Slimes have arrived! They're just like Green Slimes, but don't do anything special when they die.
- Wolves have returned from Demon's Hymn 1! They're basically the same, but now their eyes turn red when they're about to jump.
- Level 1 changes from bright and sunny to dark and rainy midway through the stage. The rain collides with the terrain and it's a really cool effect! Here's a GIF of an earlier version of the game that shows off the rain.
- Another enemy has arrived in level 1, but I'm not going to spoil it!
- The level 1 boss has arrived, but I'm not going to spoil it! There's a little cutscene before the fight.
That's all for now! It's going to be a challenge to finish on time, but I'm prepared to do whatever it takes. Half of level 2 is done. Level 3 will repurpose level 1's tileset, and level 4's tileset is almost done. In the event that I don't finish on time for the jam, I still intend to finish the game!
Days 6-9 (Now with 3x the pictures!)
Hi again! I've made a lot of progress since last time.
- Added sound effects for player attack
- Added sound effect for player hit enemy
- Fixed camera bug. Should be a lot smoother!
- Added new enemy: Slime. It has 4 HP, which means the player can kill it in one combo attack. Be careful though... It does have an attack, and when it dies you might want to step back!
- Added new enemy: Stinger. It has 1 HP, but is pretty fast and can attack from above. Maybe the player will get some kind of move to deal with these in the future...?
- Expanded the cave level. I'd say it's about half done right now. And it's definitely a hard level! In the final game, this will probably be level 2.
You might notice holes in the terrain. I do only what the player can collide with first, and that way I can change it easily if I have to.
- Finished quick and dirty tileset for the forest level. The terrain filling in this mockup image is a little messy because it's using the Retro Pixel Cave tileset layout.
In the final game, this environment will appear in the first level!
That's all for now... See you next time!
Days 2 - 5
Like I said in the opening post, I knew I had a convention coming up that would cut into my dev time. Day 2 was taken up by getting Atmocopter ready to demo at 2D Con: Lots of bugs were fixed, and I added a whole new intro cutscene! I think I do some of my best work before conventions... It didn't crash once!
Days 3 and 4 were convention + sleeping. I woke up super early on day 3 and worked on Atmocopter like crazy before the convention. Day 4 was much of the same. The convention was a lot of fun!
On day 5 (yesterday) I had a little more free time, and I put together the beginnings of a level in Demon's Hymn 2.
(Direct link: https://gfycat.com/gifs/detail/CandidAssuredEyelashpitviper)
It features parallax scrolling backgrounds, something I wasn't able to do in Demon's Hymn 1. Getting them to not look too jittery is a challenge at the 64x64 resolution. They also didn't want to play nice, and kept scaling the pixels slightly wrong, so I'm using a new rendering system where I render everything to a 64x64 buffer and then scale it up when I draw to the screen.
There are a few camera issues. You can see when I climb up the wall, the camera jerks around a bit. This was a bug from Demon's Hymn 1, and also a bug currently in Atmocopter, as they use the same engine and camera system. I'm gonna see if I can finally fix that today, and maybe add a few enemies! Now that I'm all done with 2D Con, I can finally get to work on this for real.
This year I'm hoping to do what I couldn't do last year with the game: More levels, more environments, more enemies, and more moves! It's going to be a fun challenge, and also a bit of a time crunch. I'll be exhibiting my main project, Atmocopter, at 2D Con from August 3-5, so that'll cut into my development time a bit. Between that, my regular pixel art work, and real life, we'll see if I make the game happen in time!
Check back often for updates... I love to write 'em!
DAY 1 (August 1)
I'm a bit rushed to fix bugs in Atmocopter before the convention, but I started work on Demon's Hymn 2 today. I got the project set up and running, and made some palette updates to the main character. Because I'm planning a few different environments for this game, I decided I'd use the Dawnbringer 32 palette to try and give all the game's art a cohesive look.
Here's a mockup of how a level in Demon's Hymn 2 might look, using the DB32 palette. I'll be leveraging some of the art assets I've already made to speed up development and make the game the best I can. The tileset pictured is Retro Pixel Cave. I was a little concerned about whether or not the character would stand out enough from the background, but I think it'll be alright in motion.
Aw, what the heck. Let's just animate it quick and find out!
Should be fine. He might get lost a little in the bluer areas of the background, but the motion should be enough to make it clearly visible where you are on the screen.
Finally, here's the title screen.
Tune in soon for more! ୧(๑ﾟ⌔ﾟ๑)୨
Yes! You can use these for both commercial and non-commercial use.
The license for all my art is a modified CC-BY (attribution required). The only difference from a normal CC-BY is that you can only redistribute the assets as part of a game or game-like product. (i.e. no straight-up reselling the assets)
The license is a modified CC-BY. The only difference from a normal CC-BY is that it specifies that the assets may only be redistributed as part of a game or game-like product. (i.e., no straight-up reselling the assets)
All my assets can be used in any game, whether it's for-profit or not!
The full license text is available to read here: http://untiedgames.com/files/license.txt
The license for all my assets is a slightly modified CC-BY. The only difference from a normal CC-BY is that I specify that you can only redistribute the assets as part of a game or game-like product. (i.e. no straight-up reselling the assets.)
Redistributing as part of a commercial game is 100% OK!
I'd be down to include separate versions without glow if people are interested. Here's what the effect in the original post would look like without glow. To me it has a lot less "wow" factor compared to the original, but maybe I could tweak it somehow to fix that.
Hi, thanks for asking! The license for all my assets is a slightly modified CC-BY. The only difference from a normal CC-BY is that I specify that you can only redistribute the assets as part of a game or game-like product. (i.e. no straight-up reselling the assets.)
Cool update! I also noticed a new(?) option called "Embed BG" when I was customizing one of my pages. What is this, and what does it do? I tried uploading an image using this, but I didn't notice any change on my page.
Glad you like it!
Currently a little busy, but I will update the pack when I can to include hurt/death animations. I've thought about it before as well and it's definitely something I'd like to include.
Hi Bitlather, I can do that! I've added the basic particles in a folder called raw_particles. If you re-download the zip file you should see it in there. I hope you're able to create the effect you want with them. Many of the animations were rendered at a higher resolution and then downsampled to get a more "pixel" effect, so a few of the particles are actually a little large. The most useful ones in there are the rainbow particles, beam particle, and the cloud particle. Since the cloud particle was one of the larger ones, I've included a downsampled 16x16 version of it as well. Of course all the heart/star/diamond/etc particles are pretty useful too, I think.
Do you think it would be useful if I included spritesheets that skip every other frame, to reduce space? It would effectively make the animations 30 FPS, but that might be a nice option...
Hi, I'm glad you like the Valiant Knight! I will be doing some more enemies soon.
For now, the only available enemy I have online is the Skeleton Warrior + Archer. Please check it out if you're interested!
Edit: Whoops, I thought this was a comment on the Valiant Knight... Obviously you already know about the skeleton warrior + archer. But yes, more enemies will come soon!
Hey, thank you for playing!
The dashing is inspired by and based on Mega Man X style dashing. You can jump while dashing to jump further, but you can't begin your dash in midair. You can, however, hold the dash button while wall-jumping to get a speed boost off the wall.
Sure, I don't mind at all if you post videos of the game on other sites. I think it's a great idea!
You don't need to revenue-share with me. "Let's play" videos are derivative content in my opinion and you own the rights to those videos entirely. I appreciate the thought, though! If you still feel like donating, I do have a Patreon: http://patreon.com/untiedgames
Oh, I see! This is a different issue than a missing collision box. The collision box above the player here is not visible, so it's not considered for collision. I'll have to fix this in the next version too!
Thanks for the pictures, and for finding this!
Thank you! I'll have to add come key customization options. The A/S/C scheme is comfortable for me, but maybe a more traditional default scheme might be A/S/D or Z/X/C?
The blood effect isn't really complex, although this explanation might get a little technical. When you damage an enemy, it spawns some master particles that have a velocity corresponding to the direction the attack came from. These particles can bounce off the terrain a little, and they become more transparent over time. Each frame, each of those master particles spawns a blood particle at a random location within 4 pixels of the master particle. Blood particles inherit the master particle's color and transparency, but not its velocity. Instead, they simply fall downwards. Unlike master particles, when blood particles collide with terrain they stop moving. Additionally, the collision does not cause them to be pushed out of the terrain, allowing for a more spread-out blood effect as opposed to a flat effect sitting on top of the ground.
Hope that answers your question!