I thought this was gonna take a lot longer to get working, pretty happy with this firing and reloading sequence.
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I thought this was gonna take a lot longer to get working, pretty happy with this firing and reloading sequence.
Put on your cozy socks, get your favourite sweater and get enjoy Autumn... (or buy the game where you can experience it all year)
“Enslavers, Demons and Scarabs are some of the prized fighters of the Glitch swarm. #indiegame #pixelart #indiedev #digitalart https://t.co/SdmS4HHTo6”
C o w s
Game Update!
Finally giving the trees their collision box. I still have some functions to implement before having everything I need to make a map, but it's getting closer for sure!
New Rooms! Trudging on with early game setup
Progress, I'd say, is slow but steady! I have made a few more rooms that I know will be essential to the early game narrative.
One of those rooms is the storage room. Here, the Player is gonna be able to pick up the oil lamp for the first time, after which the 'tutorial' is well and truly over, and our Player has to go out into the dark by himself.
This comes with a bit of a Puzzle where out helpful friend Edgar abandons us in a pitch black room by ourselves. Yay!
I've made small further improvements to some of the cutscene scripts. Now I can decide how loudly to play sounds, which was a big issue in cutscenes before thanks to my un-levelled audio.
I've also fixed a small issue with the character movement script so characters besides the Player can be moved during cutscenes.
The puzzle in this room was very light-weight, so it's technically already functional but I'm planning to extend it and make it a lot bigger, I think.
The other thing I've done is worked up this prisoner in their prison:
But I won't say much about them just yet ;)
In that room, I got to do some of my own sound effects and voice acting which turned out way better than I expected, and were really fun. I've also figured out a little script to play different bits of audio randomly throughout the scene, so it feels a little more alive. I did the same for the yard! Now that cutscenes are kinda super easy to use, I've been setting them up as I go so these rooms have slowly been drafting the early game story. I am still procrastinating from actually saving the game. One thing at a time!
Episode I version 2.0.x and macOS support!
Happy New Year everyone!
I hope it's is a good one for all of you. Here's to another year of community, friendship, and gamedev. :)
So... it seems like a good way to start off the year is with a big ol' update for ProtoDungeon: Episode I! Not only have I made a TON of changes thanks to developments from Episode II, but now available for the first time is...
(drumroll please)
PROTODUNGEON ON MAC!!!
But even if you're not a macOS kind of human, don’t fear. As mentioned, this update contains quite a lot of updates for both PC and macOS versions thanks to Episode II. Here's the full changelog:
From Episode II:
Lighting (reorganized the the torches in the level, as the new lighting draws emphasis to specific places; some places did not need to be emphasized, while I was able to take advantage of the lighting to draw attention to other locations).
Menu system (including a new Episode I title card).
Updated logo.
Saving/loading (all things considered, this dropped in surprisingly well; I did have to add a few extra cases to fix, such as falling through a pit to the level below).
Graphics settings.
Audio settings.
Updated to the Wandersong audio engine (also updated all audio container names to use constants instead of writing out the strings every time... there were way more of these than I expected).
Key remapping (new default keys as well to match the updated defaults from Episode II).
Ability to jump off all cliffs (had to rearrange some stuff to prevent softlocks and other issues).
Other improvements:
Repaired swap mechanic--this had broken after changing some of the underlying code for another mostly-unrelated system.
Updated the tiles for the pits that lead to floors below--these should be more distinguishable from the normal hazard death pits now.
Updated the swap spell item descriptions to be lore-based for consistency.
Simplified the lv1 swap spell puzzle, as it was trying to teach too much all at once and MANY players found this confusing (this was one area that the new lighting came in handy too).
Updated the lv2 swap spell puzzle, as it never actually taught the player how to USE the lv2 spell--this was the trickiest change, but adding a new room underneath both gives space for a lvl2 teaching puzzle and makes the punishment for falling a lot less brutal.
Fixed a collider in the outside room transition.
Updated the object activation/deactivation manager to account for falling to the floor below.
Updated the player "fall to target" state so modifying the target coordinates elsewhere won't interfere with this state ("targetX" and "targetY" are variable names used for a handful of different states).
Tweaked the top of the teleporter collider so you can't accidentally miss it.
Play ProtoDungeon: Episode I here! It’s free!
hello i’m trying to get used to this site, but for the time being here’s a project i’ve been working on for a couple days i don’t really have a name for it yet but it’s only really being made to test platforming stuff