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2D Knight

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A member registered Jun 24, 2016 · View creator page →

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He are you willing to share the source for the engine or post it for purchase like you did for the Metroid engine I'm doing a little project and this could save me some time.

Noice!

Cool. I suggest using pure GB Z80 assembly then as it may become difficult to mold GB studio to make a decent Zelda Engine especially as you continue to add features. 

https://www.chibiakumas.com/z80/Gameboy.php

Thanks, I threw it together quickly (sorry no touch screen support) If the author of this project doesn't want to work on it maybe I'll turn it into something or release the source. 

(10 edits)

Hey would you be interested in porting this to Gamemaker 2 or Godot and use a custom engine maybe a DX version. I think you can make a much better game if you do this instead of using GB Studio (as it's limited in freedom). If so let me know, I'll help (could be fun). I've done this sort of thing before. You'll lose GB compatibility, but you can stick to the spec anyway. 

(Example in built in about 2.5 hours)

https://2d-knights.itch.io/zledas-adventure-concept



GMEdit community · Created a new topic Fonts

How do you set a font to use a bold version?

I did most of the pixel art, but Christerious (www.twitter.com/Chrysterious)  did the music.

(3 edits)

Update:  Bug Fixes (Thx to RoboDusty & SonderGaming)

 
Fixed

  • Off by 1  error for monsters array so snakes can appear in battle.
  • Monster misses showing 0 damage
  • Various tile layering bugs (house interiors & water)
  • Dual equip bug giving additive attack power and hit rate
  • Bug empty hands attacks using weapon animation
  • Wounded characters not showing wounded status in menu
  • Couldn't back out of menus in battle
  • Re-entering town sent you to the debug town.
  • Random warp to ocean after battles
  • Being placed one tile too low after battles;
  • Walk thru walls when holding two directions.
  • Crash when item menu opened with no items in battle.
  • Softlock when selling items (selling disabled)

Remaining 

  • Can't use items/techniques outside of battle
  • Using/Equipping items doesn't decrease their count
  • Using magic doesn't reduce/cost technique points (TP)
  • Shields decrease physical attack & hit % too much
  • Can't completely remove equipment (only replace)
  • Npc's in Inn are all soldiers 

Update:  Bug Fixes

Fixed

  • Off by 1  error for monsters array so snakes can appear in battle.
  • Monster misses showing 0 damage
  • Various tile layering bugs (house interiors & water)
  • Dual equip bug giving additive attack power and hit rate
  • Bug empty hands attacks using weapon animation
  • Wounded characters not showing wounded status in menu
  • Couldn't back out of menus in battle
  • Re-entering town sent you to the debug town.
  • Random warp to ocean after battles
  • Being placed one tile too low after battles;
  • Walk thru walls when holding two directions.
  • Crash when item menu opened with no items in battle.
  • Softlock when selling items (selling disabled)

Remaining 

  • Can't use items/techniques outside of battle
  • Using/Equipping items doesn't decrease their count
  • Using magic doesn't reduce/cost technique points (TP)
  • Shields decrease physical attack & hit % too much
  • Can't completely remove equipment (only replace)
  • Npc's in Inn are all soldiers 

Btw if you can remember please list the bugs.

Btw if you can remember please list the bugs

Thank you for playing. Yes there are bugs :) not enough time to finish testing and balancing before the jam ended. Ill try to address those after the voting ends. 

Thanks for playing! I went for a lost game gear Game Gear game (GG gets no love lol). As for content I ran out of time  before the jam ended :( so no second town, cave, or trial in the desert past the mountains,  also why the difficulty is unbalanced. 

Congratulations on winning the Jam! 

I didn't have time to implement any NPC dialog. So for now they don't do anything. I'll work on the project and post updates. Over time😊

Some of the rings don't work yet. As for the lake if you're in water then you can pull yourself out (by jumping) if you're near the edge.

Thanks for playing I was able to correct those bugs :)

(1 edit)

KeyboardControls  (controllers also supported)

Arrows = Move

Z = Attack

X = Jump

Enter = Menu

----- RING COMBOS/POWERS ------

Activate a ring combo with down + attack

If a ring has an passive power it will automatically activate, otherwise use up + attack to use a ring power.

(2 edits)

sure where? i dont think we can PM here.. (update I need to take off should be back nan hour let me know where you'd like to meet.)

(1 edit)

heres a screenshot of the engine

no problem its an exploration platformer where a character leaves home to search a labyrinth filled with treasure. i want to make something like Legacy of the wizard https://www.youtube.com/watch?v=_4pCo2xNPOE but in a Game Gear style.

Hi i'm working on an entry in a Sega Game Gear style. Ive got the base engine running now. I heard your track on SoundCloud do you think you can  compose in a game gear like style. Im looking for moodier tracks.

Any chance for interiors?

Hi any chance on separating the assets into individual downloads at about $18 each. I only need one of the controllers?

???

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Ok So we'll begin with the tileset (added digging to side and above, ore sprites, and rain/snow effects)


Got digging in all directions completed

Added interesting things to dig up (and made explorable areas twice as wide)



Got weather / day night  implemented


(1 edit)

Today

Improved world generation, trees and mountains now fill their areas better.

Designed code to allow destruction of tiles in sideview areas.

Tomorrow 

Working on weather systems, music(maybe), and building.

Current Tileset (borrowed from Zelda for a shovel animation)

Gameplay

Got my little Gaia digging, and no I didn't cheat the shovel is a separate sprite ;)


Current Tileset



Got random area generation working! Calling it a night :) 

Current Tileset

Got random world generation working!


Today - Got Overworld tile based movement , and time systems working.

Tomorrow - Get random world, and level generation working.

Screenshot


Any timeframe on updates?