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Lazy Dev Games

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A member registered Jun 12, 2020 · View creator page →

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Hello! Sorry, this series will not cover roguelike movement.

That's awesome! I'm a former Teacher & Librarian so this makes my day!

If you need more resources or have any questions please get in touch with me, I'd love to help.

Interesting! Would be curious to see that kind of build some time.

The goal of this project is to be an entry level project that gets a new user / first RPG dev into a system with the basic tools available. We’ll be using fairly limited GBVM (just enough to get a feel) and ideally no plugins (to minimize complexity but also keep it evergreen in case plugins become incompatible). 

Hopefully, the systems gets a user’s gears turning so that they can find ways to expand or streamline the system as they go!

Sorry, I don't have that project file posted (and may not actually have it backed up!), but I did just launch the first article in my RPG tutorial series today with GB Studio Central. One of the future articles will cover swapping party members, so that may help you out!

Sorry! I've taken that one down from itch since the project files are super outdated (and uses ripped sprites).

Thanks. This one can be pretty unforgiving because of the RNG; we have better tools now with 3.0/4.0!

Movement is a bit janky, wanted to go for a turn based roguelike type deal and it required some real wonky scripts back in ~2.0.

Sorry to report that the articles will not have a video component, though.

IIRC, first stat (x) is attack, second (square) is shield, third (circle) is psyko.

Attack > Pskyo > Shield > Attack, rocks paper scissors style.

The mechanics  behind stats/classes/spells were based on Basic Fantasy. Since it was made for a game jam, I decided to use something open source as a way to keep things familiar for players and have a semblance of balance.

What kind of issue are encountering on original hardware? Might be able to help, this was tested on a physical cart / GB pocket, so it should work!

Thanks! Glad you liked it.

I'm working on some other projects right now, but keep an eye out. I'll be back to the dungeons one day! There's a lot of features in more recent versions of GB Studio that would make this much better / address some of the bugs & challenges from this version.


That's awesome! Thanks!

Thanks for making that!

Sure. Send me the link when you’re done!

Sorry! I think it might be bad luck; this was made before we had some more insight into the random seeds for GB Studio so rng was a bit wonky. 

Glad you liked it! I'll keep that feedback in mind if I come back to updating this game for GB Studio 3.0!

I could make the rolls more transparent, too.

Thanks! The platforming sections were more of an experiment with a forced movement mini game than an attempt at making branching/interesting levels, and honestly I think it’s too janky to actually be fun if it had more verticality or larger levels. 

When I come back to Stardiver, it will more likely be as a “true” platformer and not this mini game based one. 

This was back in 2.5, so we can do even more/better with GBVM.


Since this was a compo game, a lot ended up being cut actually, so what you see is mostly tricks and wasn’t quite as robust as I had planned.

One day I may do a 3.0 rebuild like I did for Joyride.

New monsters were added and the old ones were tweaked, and jump physics have been completely redone!

Physics have had a major overhaul!

Btw, jump physics have had a major overhaul in the newest version!

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Thanks! Still workin on finding the right feel for physics; getting some good feedback in the discord, too.

All good, this is still being actively worked on so the physics are very much a WIP. Trying to get a good balance of slow approaches and punishing jumps but also actually keep it fun, so they’ll be tweaked some.

Monsters will switch up and get a bit more varied as I add more levels, too!

Thanks! I wanted to show off some different takes on the name input, show off some alternatives to the normal approach. Definitely planning on keeping it a methodical platformer/action but still tweaking the physics to find that balance of QoL and “slow”. 

Going to be keeping this one on my radar, excellent work.

Thanks!

Thanks, the base was my favorite part to be honest! Most of the mini games were me just messing around seeing what type of games were possible (timing game/auto scrolling platformer/memory puzzles, etc). But the Home Base will probably be re-used when I eventually turn this into a full metroidvania or something.

This is so awesome! Can't wait to see more.

awesome!

is there an option to split this out for those of us that already have purchased the Metroid pack?

This looks really impressive!

Oh neat! Thanks!

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Hi there! I recently grabbed this pack, but it looks like the main astronaut is missing? I'm only seeing versions that match the 'alternate' design, not the original version with the antennae on its helmet (as seen in the first screenshot).

It's a gameboy game. You need an emulator to play; I recommend Sameboy!

I am very glad you like it! :)

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Haha no I should be thanking you, I've been wanting to use them since I first grabbed them but never could get the game quite right, until now.
Can't wait to add color to it too.

When it's done, is "blueappolo" how you prefer to be credited?

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Hey! So better late then never, right? It took forever, but GB Studio is at a point where the capabilities matched my vision for what I wanted to use the assets for.

Here's a link to a demo:
https://lazydevs.itch.io/castledark