Hi there! All frames are 72x63. The previews are upscaled for display purposes, and you can feel free to upscale them in your game as well.
Let me know if I can answer any more questions!
Agreed! I've been planning to do a balance update for a while now (and also add 2 more levels), but work has unfortunately been keeping me super busy. I think since the level 1 boss is the most complete, it's also the hardest at the moment.
Hi there! The license for all my assets is a modified CC-BY and can be read here: http://untiedgames.com/files/license.txt
(The only difference from a normal CC-BY is that it specifies that redistribution is only allowed as part of a game or game-like product.)
Both commercial and noncommercial use within those terms are permitted, and modifying it is fine too. Let me know if I can answer anything else!
In that case, the log file should be in your Home folder. You can find it by opening Finder and pressing Command-Shift-H.
Without the log, I can only guess what the problem is... The game has had very limited testing on Mac, but it does work for my tester. I'll let you know when the next version is out!
Are you using Windows? If so, using your Windows file browser go to This PC -> Local Disk (C:) -> Users. In that folder you should see a folder named after your Windows username. Inside it should be a file named demonshymn2_log.txt. If you're able to find it, please attach it to an email and send it to firstname.lastname@example.org.
Otherwise thanks for the bug report- Even if I'm not exactly sure what the problem is, I'll try and add some backup method of drawing in the next version. Thank you!
That narrows it down a little. The gameplay section uses a different method of drawing than the title section. Would it be possible to send me the log file for the game? It should be in your user folder, like C:/Users/YourName/demonshymn2_log.txt. If possible, please send it to email@example.com.
Thanks for your help!
Hi, and thank you! Yes, if you buy these you can use them in both commercial and noncommercial games, provided you give attribution in the credits. (It's only fair!)
The full license text that applies to all my assets is available to read here: untiedgames.com/files/license.txt
(It's basically a slightly modified CC-BY)
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!
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!
Hi again! I've made a lot of progress since last time.
That's all for now... See you next time!
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!
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.