BoundWorlds has gained its first significant player-created world (not counting my own creations), and it's a nice one. It's called Lusuria, and incorporates a city of monsters, a dungeon with puzzles, enemies, 3 bosses, and a nicely fleshed-out cast of characters. It was built by Kamani, a player from the Bay12 Forums.
As for new features, there are plenty. Auto-credits now work, so artists will get properly credited for their work in-game. There's also a new combat system that incorporates knockback physics and knockdown effects, inspired by old-school beat-em-ups. Or you can ignore those options and keep it pure action-RPG.
I played through it, it's pretty neat! Solid level design and good use of teaching puzzle elements through gameplay. Controls are a little bit clunky, whether you are using the arrow keys or WASD to move space bar is kind of awkward to use as a jump button... maybe use right click or button Z or C?
As far as text goes, my suggestion would be to use cutscenes and gameplay to advance the plot instead of using text whenever possible. It's a bit of extra work, but I think the game's art style and atmosphere would work really well with this form of storytelling. Maybe instead of the flying monkey telling you how to play the controls could be written as scrolls on the walls of the dojo or something...
In fact, depending on how complex the later parts are (it's not quite clear yet what exactly happened to the protagonist's brother) it might even be possible to tell the entire story without any text at all! Since I assume the next chapter is a dream sequence you can pretty much play through the backstory, or use symbolism and level design to hint at it without being explicit.
I have more specific suggestions if you want them, but I don't want to get too far ahead of myself.
BoundWorlds continues to grow. In addition to many general QoL improvements to the world editor, we've got an improved cutscene system and the ability to modify the inventory of individual sprites (generally for shopkeepers or chests). Some more helpful packaged classes as well.
I've uploaded some new videos for those who prefer to see the game in action. Check it out.
Hey, I used your edit for Harlequin Epicycle in one of the boss fights for my up-and-coming world building game, BoundWorlds. Check out the gameplay video here:
You'll get credit for it (as will everyone who contributed assets that get used in the game). I'll probably use more of these assets as well, they're really good!
Hey, Redshrike! I've made Harlequin Epicycle into a boss for my online world building game, BoundWorlds. He's perfect for testing and demonstrating new world building features, especially those related to special effects. Here's a video of the battle as it is now, featuring all 3 forms:
I should really thank you specifically - since BoundWorlds is built entirely on free assets, your work is showing up a lot! You'll probably be in everyone's world credit screen for one thing or another, haha.
Well, if you can make them at least as good as they are currently, that would be workable. I'm actually pretty satisfied with them as they are (maybe could use some polish or shading work) the main problem is that many of the frames are based off of Link's Awakening sprites (which admittedly were 16x16), and for some of them (particularly the rolling and attack frames) the poses and shading are possibly still distinctive enough for people to notice.
There's also the idea of lining up attack frames hitboxes, which I'm not really sure how to do properly to begin with.
Why don't you make one or two frames and I'll tell you if I'm satisfied enough.
You talking about the in-game controls or the world editor? The editor could use an up-to-date tutorial but I'd hope the in-game controls are pretty self-explanatory...
The "About BoundWorlds" link has a tutorial to get you started. Some of the newer features aren't written yet but you can import packages and view or copy the items inside as examples.
Also if you hover over most options you get a tooltip explaining what they do.
BoundWorlds has gained its first significant player-created world (not counting my own creations), and it's a nice one. It's called Lusuria, and incorporates a city of monsters, a dungeon with puzzles, enemies, 3 bosses, and a nicely fleshed-out cast of characters. It was built by Kamani, a player from the Bay12 Forums.
As for new features, there are plenty. Auto-credits now work, so artists will get properly credited for their work in-game. There's also a new combat system that incorporates knockback physics and knockdown effects, inspired by old-school beat-em-ups. Or you can ignore those options and keep it pure action-RPG.
I played through it, it's pretty neat! Solid level design and good use of teaching puzzle elements through gameplay. Controls are a little bit clunky, whether you are using the arrow keys or WASD to move space bar is kind of awkward to use as a jump button... maybe use right click or button Z or C?
As far as text goes, my suggestion would be to use cutscenes and gameplay to advance the plot instead of using text whenever possible. It's a bit of extra work, but I think the game's art style and atmosphere would work really well with this form of storytelling. Maybe instead of the flying monkey telling you how to play the controls could be written as scrolls on the walls of the dojo or something...
In fact, depending on how complex the later parts are (it's not quite clear yet what exactly happened to the protagonist's brother) it might even be possible to tell the entire story without any text at all! Since I assume the next chapter is a dream sequence you can pretty much play through the backstory, or use symbolism and level design to hint at it without being explicit.
I have more specific suggestions if you want them, but I don't want to get too far ahead of myself.
BoundWorlds continues to grow. In addition to many general QoL improvements to the world editor, we've got an improved cutscene system and the ability to modify the inventory of individual sprites (generally for shopkeepers or chests). Some more helpful packaged classes as well.
I've uploaded some new videos for those who prefer to see the game in action. Check it out.
Hey, I used your edit for Harlequin Epicycle in one of the boss fights for my up-and-coming world building game, BoundWorlds. Check out the gameplay video here:
https://www.youtube.com/watch?v=HBmGLzfbHEQ
You'll get credit for it (as will everyone who contributed assets that get used in the game). I'll probably use more of these assets as well, they're really good!
Hey, Redshrike! I've made Harlequin Epicycle into a boss for my online world building game, BoundWorlds. He's perfect for testing and demonstrating new world building features, especially those related to special effects. Here's a video of the battle as it is now, featuring all 3 forms:
https://youtu.be/HBmGLzfbHEQ
I should really thank you specifically - since BoundWorlds is built entirely on free assets, your work is showing up a lot! You'll probably be in everyone's world credit screen for one thing or another, haha.
Well, if you can make them at least as good as they are currently, that would be workable. I'm actually pretty satisfied with them as they are (maybe could use some polish or shading work) the main problem is that many of the frames are based off of Link's Awakening sprites (which admittedly were 16x16), and for some of them (particularly the rolling and attack frames) the poses and shading are possibly still distinctive enough for people to notice.
There's also the idea of lining up attack frames hitboxes, which I'm not really sure how to do properly to begin with.
Why don't you make one or two frames and I'll tell you if I'm satisfied enough.
You talking about the in-game controls or the world editor? The editor could use an up-to-date tutorial but I'd hope the in-game controls are pretty self-explanatory...
Powrtoch, can you re-upload that file somewhere? I could make good use of this, but the server is down.
These are great! I'll probably use a bunch of them for BoundWorlds once the credits system is implemented properly.
The "About BoundWorlds" link has a tutorial to get you started. Some of the newer features aren't written yet but you can import packages and view or copy the items inside as examples.
Also if you hover over most options you get a tooltip explaining what they do.
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