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Dragonforge Development

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A member registered Jul 03, 2024 · View creator page →

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Smart. Sounds like a good plan.

I'm wondering how many different days I would need for the Advent Calendar mod.

Does anyone know how many days the judging usually runs?

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Hi All,

I created a tiered 3D ice shader pack a while back. There's a free version, as well as paid versions that offer more shaders and Visual Effects. Everything is included in a demo project so you can see how to use them in Godot 4.3.

https://dragonforge-development.itch.io/godot-3d-vfx-ice-shaders

Feel free to use them. Credit is not necessary, but always appreciated!

P.S. Ratings are also appreciated. A number of people downloaded my shaders for the previous game jam (which I made free for the jam) and I didn't get any new reviews.

Good ideas.

You're welcome!

Ok, cool. When you create a second enemy, like a bat, I recommend you abstract that speed out to the enemy itself, and call a variable on the enemy. That way you can use the same state code for each enemy without having to copy and paste.

I enjoyed reading this and seeing what others are up to. I had to go to your project main page to see that you're using GameMaker. I've never used it, but it looks similar to C/C++. I'm curious how come you're setting the pursue_Speed in EnemyState.ROAM?

I made my Godot 2D VFX Visual Shaders pack free for the length of the game jam. In it is a water shader you can use for reflective water in 2D games.  Since that took me a few days to make, I thought someone might have use for it in the game jam.

Enjoy!

Found this from Godot Wildjam #74. Fun little game. I enjoyed it.

I enjoyed the game, I just didn't get very far. I tried the web version and it was too dark. I switched to the download version, but still got stuck after placing the seashell in the bath tub drain. I couldn't figure out where to go next. I wanted to like it more. I really enjoyed the camera switches.

It was difficult to see where to go, especially in the web version (so dark), but there were so many parts of the screen where it looked like you could go to another part, but couldn't. The roller-skating was a neat idea, but controlling it felt like an over sensitive driving game. It got better after a while.

It would tell me that they didn't think it was fun enough to try again. I'd recommend playing it as if you were a player. If you like playing it, then people who like games you like will like it. If you don't, they won't. If you do, at least the people who like those kind of games will like it.

This is only my second game jam. To prepare for it, I played the top 10 games from #73, the previous jam. I realized that what was important to me was having fun playing those games. So, I tried to make sure my game was fun to play. I tested it a lot, and tweaked a number of things. I still wish I'd had more levels. I had a whole second level with enemies set up that was more of a haunted dungeon, and I believe my entry suffered for not having it. I wanted to give one powerup per level. Instead, I had to give them all in one level. There was no progression and that was frustrating - but I needed an end boss.

The most important thing is to learn from the experience. What I would do in your place is think about what would have made your game more fun, and make those changes. It'll be good practice for the next one.

Cute like a kumquat. I liked the music, but by the end I had been selfied like 5 times and I was beginning to hate it. The take on the theme was funny.

As was mentioned, having a download-only game is rough. It makes it more effort to play. I did the same, but it was because I decided to do a C# Godot game, and 4.x doesn't do web exports right now. So I've tried to play all the download-only games, as I know what that's like.

I played your game, and I didn't have a problem with the tutorials. In fact the way you did it was retro and I was fine with that. I could not see the coal when I  got to that point. I also could not find any more coal anywhere. That made it really hard to play, and I gave up after I died the first time. That was my only issue.

Hahahaha that's actually pretty funny. Yeah I wanted to add a tutorial into the game, but I'm still learning to prioritize. This is my second game jam. First one I really didn't have a playable game, so I focused on that this time over everything else.

I can't play the Windows version because the pck isn't included.

Couldn't play this without the pck.

Thanks for the tip! I didn't think to test that. I also wanted to pause the game at the beginning and end dialogue, but keep animations going and it wasn't quite working out, so I decided to let you run around with the dialogue going.

Glad you liked it . . . ?

Thank you!

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These are awesome! Do you have the fonts used for the Godot JRPG logo variations?

You know, funnily enough, when I saw your animation, I remembered this post by him but then couldn't find it. Thanks again!

Awesome, thank you!

I really liked the Godot logo animation at the beginning. Is that available to use?

I was using an XBox Controller.

Fun little puzzle game. I had to switch hands halfway through because my wrist was hurting from the tapping.

That was a solid game. creepy AF. I agree with Chipper that the space was too big. Like, it did give you a lost feeling, but since there was no running, it just made the game slow and drag on. I almost gave up after the bathroom, but then I saw the new corridor appear. Very creepy. Well done.

OMG that was creepy AF. I couldn't get the mouse commands to work. The controller did work, but the buttons weren't where the instructions said they'd be. Was that part of the lie to them wildcard? I admit I had to just stopped playing it because I was too freaked out so well done on that score.

The first thing I wanted to do was setup aliases for those commands. The end really got my heart pumping, so well done. I felt like I was on a Fallout computer with those sounds.

Thanks! Yeah, you can read the Postmortem DevLog to see what I intended. I wanted to go back and tweak the collisions for the combat. One of the problems I noticed near the end was you couldn't face your enemy if you were collided with it. I definitely learned a lot this time.

Thanks so much!

Thank you. There's actually a whole haunted castle level that I made but just didn't get time to hook up. But I appreciate the feedback. What would have made it better theme-wise for you?

This was fun, and very funny!

Thanks! Yeah, there were a few things with the combat I would have liked to smooth out. The player couldn't turn to face the enemy if he couldn't move. Also, the collision shapes needed a little editing. It should have been easier to slide around your opponent.

I played and rated every single game last night. I just figured that's how you get better, is to see what everyone else did.

Thanks! I may do that!

Good job! :D

Thanks! I put up a devlog last night talking about what I learned and how that was the plan but I didn't get there. But since part of this was to get the seasonal changes working, it'll come along with me. The art is all Jamie Brownhill. Definitely worth checking out their art.

Props for adding controls for controllers! Very zen game.

Thank you, I appreciate it. I'm working on some 3D shaders as well. If you let me know what you're looking for, I'll keep it in mind for the future.