Category Archives: Project DG

New Update inventory

Huge Update coming soon! Kickstarter?

Where Have We Been?


well, let’s cut straight to the chase, where the heck have we been? I mean, we did guarantee a daily update on our website and all that, oh well… there is a reason for it! we are still alive! And we are sorry about the delay! 

For us right now, it’s testing season… yea… we have that too… and this project is a “side-job” which we hope to turn into a full time job soon (we are planning a kickstarter, information at the bottom!) Anyways, we are going to be back FULL power and even better, on may 6th. Can’t wait to get back to programming 24/7 :D. We didn’t spend this whole time doing nothing though, we added stuff to the game here and there (artists were stuffed with work to do, so there isn’t a graphics update yet, except for the background which constantly goes through changes.) 

working inv

What did we add?

… you  may ask… well, we added a new design (temporary) for the Inventory GUI (which looks much more attractive than green and red blocks on grey rectangle…) and made the inventory function-able with 3 tabs, one for clothing on equipment, one for potions and stuff you can interact/use, and one for monster/enemy drops. we added actual items in the game that can fill up these spots in the inventory and used, (for now only about 4 equipments, give or take, and they are designed by me, so quality is poop-quality…. don’t expect anything better..) 

We have 2 headbands (blue and red) and 2 Swords (“long” and “short” which btw are both short… Ihave no sense of proportion apparently and I didn’t feel like fixing… mostly because it’s just temporary and for testing.) these items can be equipped and now have names and descriptions (details about the equipment float above them once you hover over them)

Even though this all worked, it still didn’t save the inventory. But don’t you worry! I am actually working on this as I write this article and I believe I will finish by today! 

Wow…

looking back I did add a lot (programming wise…) we also have a portal now to “teleport” or transport from one place to another, and three maps that circulate in a loop, and yea… just wait for the next update for more information! hopefully this weekend, and expect daily updates to start coming up on IsolatedPixel.com starting May 6th!

here is a quick video about the new updates:

Kickstarter

We are planning on making a kickstarter in late May so expect that! for now, unjoy these new updates as they come along! BTW, all of you who have joined for the Closed Alpha Testing, you will receive your copy a few days before Kickstarter Launches

Side-Note

Want a free copy of this game? follow us on twitter and check out our websites and this page often (we recommend you press the “watch” button so you’ll get updates as soon as we release them :D.) once we hit version 0.1.0.X ! (It’s getting closer!)

Don’t miss out on this awesome giveaway! 

So if you and/or your friends are interested in obtaining a copy of this game make sure to

check out our apply page (in the website)

and our twitter and facebook:

do people still like 2D sidescrollers rpg (open world)

Update Coming Tomorrow!

Reddit and small comment!

So this quick update is just to inform you that we started posting on reddit! check out our first post at reddit!

do people still like 2D sidescrollers rpg (open world)

do people still like 2D sidescrollers rpg (open world)

 Do people still like 2DSideScrollers RPG (Open World)

This question is of high importance to us, since this is a project that we are putting a lot of time and effort into, and we are not taking any shortcuts like unity (which other indie dev do) for the solemn reason that I (the programmer) highly prefer also learning from the code as I write it from scratch and face complex situations that can be solved. Indie Game Development, as we found out, is not as easy as it may seem. We are hoping to bring this game to closed Alpha testing by early next month. We also already have an interesting plot that we think is unique to our game, and a cool name to go with it!
Get ready!

On another note, We didn’t have enough time into actually updating the game today, but we are now thinking about the concept of character stats and more in depth about skills. We will update you guys as soon as we have more information! get ready for new article on IndieDB and here tomorrow!

 

 

teleportation Portal

Daily Update – EXCLUSIVE NEWS

Little Update

So as you may have noticed, the “daily updates” don’t actually appear “daily,” we will do our best to bring them to you every day that we do not have a big update laying around that needs to be published! like today… however.. today you will take a look into 0.0.8.X… which is not close to being talked about in indieDB or even on here as an actual article yet. We try to keep the websites about 2 ~ 3 sub-updates behind just to be sure we have enough content to present in a day where we did not get to do anything due to one reason or another.

Exclusive Update

The Portal!

This is going to be brief, yet informative, as some of you may know this is going to be a 2D side-Scrolling RPG, with “open-world” aspects. We want to provide freedom to the user, to as much of an extent as we can, so we are adding this open world that will be updated throughout closed pre-alpha all the way to release and even afterwards with updates! we want to build a universe that you would want to be in!

Here is a portal in action, take in account this is NOT drawn by our artists, but by our artisticly unskilled programmer (le moi) so cut me some slack plz xD.. lol

teleportation Portal

teleportation Portal

once you click “w” on your keyboard next to portal you are switched to loading screen and then teleported to the next map!

That’s it for this quick update! stay tuned!

 

Exporting sprite sheet

Modding / Development Tools – Texture Packer

The Texture Packer

So, I saw a few texture packers online, and if you saw our website ( click here to see it! ), we also made one in the past, well… depends how you define “made…” lol it was very sloppy and no-one really was able to use it except me since I knew all of the flaws and bugs of it and was just too lazy to fix it up and decided to stay with it…
well, fast forward few months, well more than just few, since it was originally made for the older game, I decided to make a new one! and this time to make it more friendly to the user and very… very simple… literally anyone can use it.
Texture Packer

To start off, you will need few things

  1. A template that is supported by the game
  2. All the frames required for that template
  3. Texture Packer itself

Texture Packer

Step 1

 

  • simply write in the whole directory the file is located in, including the file’s name at the end (not recommended)
  • Select a template by pressing `Select Template` and finding the template in the file search. (not ideal)
  • simply drag and drop the `tml` file into the typing area! (Highly recommended, very simple)

 

Texture Packer
Now, you may be asking yourself, “what is a template file? what’s so special about it?..” well, nothing really, just the structure of that file is simply the only type of structure the texture packer will read.
Texture Packer

  • the number following `padx` is the padding along the X axis between each sprite
  • the number following `pady` is the padding along the Y axis between each sprite
  • the number following `cols` is the number of columns of sprites in each row
  • the file names following order are the files in order from left to right in the sprite sheet, if, for example there are more than 5 files, and there are only 5 columns per row, it will start a new row at file 6
  • if there is “NULL” instead of file name, this space will be ignored and will leave that spot empty and move on to the next column.
  • once it reaches end, it ends and exports the file.

 
That’s it, pretty simple!

After we selected the template, we would name the file (this action is included in step 3’s GIF file), the name needs to be compatible with the game. If it is a mob/NPC, as long as you also make a mob/NPC with the same name, it will be compatible.

add in the sprites!

Texture Packer

Step 4

Texture Packer

this will result in two files, one of which is the actual sprite sheet, the next is simply instructions for the game on how to load the sprite sheet.

Texture Packer
Texture Packer

From top to bottom:

  • Width
  • Height
  • Padding along the X axis
  • Padding along the Y axis

 

new parallax background

New Background, MODDERS – level editor

Update 0.0.7.X

Version 0.0.7.X is mostly about the world editor, and while this was worked on, I also worked on new development/modding tools that will be presented in the next article!

This update wasn’t big at all, all there is to it is a new background, so feast your eyes!

0.0.7.0~0.0.7.2

 

0.0.7.1

 

What did we add?

PLATFORMS

First of all we added an invisible “grid” system. Basically it uses units of smallest platform possible to place platforms in the world

we added the ability to actually add platforms, which uses the grid to place it ( you will see how the placing isn’t “smooth,” this is done on purpose. This is to make sure platforms aren’t overlapping themselves in a weird way.

What are these coins that stay randomly floating for? This was just part of platform testing, I didn’t feel like taking them off yet simply because the platforms aren’t perfect yet, (but if you follow our twitter you will see what they look like when they are close to perfect… 😛 twitter link)

0.0.7.0~0.0.7.2

 

NPC

0.0.7.0~0.0.7.2

 

Keys:

To place an NPC, you need to press “T” and pick an NPC, then you can put this specific NPC down as many times as you would like, to select platforms, simply place the “space-bar” and place as many as you wish.

New background (Revision 3)

0.0.7.0~0.0.7.2

 

As you can see it moves in layers, which creates a false-3D effect — or Parallax background effect 😀 (this is not yet perfected and will probably not be for a while, yet it works!) This background actually went through more revisions but it would be redundant if we would show you each one, this is the most recent one!

0.0.7.2 Major Update

High-Lighting Selected Object

0.0.7.0~0.0.7.2

 

Platform Tweaks!

Now you can increase the length of a platform! use “D” to enlarge to the right, or “A” to minimize to the left.

0.0.7.0~0.0.7.2

 

Camera Controls

0.0.7.0~0.0.7.2

 

Player Spawn

Now there is an initial player spawn selector. you can place the green block where-ever your would like the player to spawn at! (press “P” to select player spawn and then click anywhere to place it.)

0.0.7.0~0.0.7.2

 

Saving/Loading Maps!

Now when you exit the level editor, the map you created gets saved! then once you launch the game and open press the play button it will immediately load for you the appropriate background to that map and everything inside of the map you saved for you to play-test! (the game will only load level “0” for now)

0.0.7.0~0.0.7.2

 

 

Check out Alpha Testing tab on the top of the website if you are interested in a free copy!

Inventory, Items, Money And Skill Pointers!

0.0.6.3 R1

Summary

This update includes

  • Skill shot/attack pointer
  • Inventory
  • Money
  • Items -> pick up
  • and some side updates!

So get ready for some more gifs!

Skill Shot/ Attack Pointer

So, we got tired of the ugly arrow, however, the artists were busy working on the backgrounds and character design so I (the programmer) didn’t wanna bother them.. Therefore.. I was forced to put my Artistic Skills to the test… and there you have it! a new skill shot and Attack pointer!

0.0.6.X R1 Update

 

There you have the attack pointer, once you release the click of the mouse it will shoot a projectile (yes… still a pig. lol.) As long as you hold down the mouse, the pointer will show up and “grow/shrink” as its animation. now the range for attack aiming is “unlimited” for now.

0.0.6.X R1 Update

 

Next up, we have the Skill shot pointer, as you can see it is *LIMITED* to the skill range. making it impossible to just teleport to the other side of the screen if your teleport is only level 1, which is quite logical 😀

So this wraps up about the pointer, if you like it leave a comment! 😀 I think it came out ok… lol

Inventory

The inventory is quite simple so far (since it is not finished, I just got tired of seeing the ugly plain grey square, wanted to decorate it a little :P)

There are 3 “fields” in the inventory.

  • The inventory Title
  • The spots for items
  • the money label with the amount of “money” you have.
0.0.6.X R1 Update

 

Now this inventory is just for now, it is a simple place holder (its made using just RGB colors and basic text) and will be replaced once we get the textures.

Money

The “money” isn’t functioning as you might expect… it is basically an implementation to test our editable text. every time we kill a monster, we get 1 “money” which means… its basically a kill counter…

0.0.6.X R1 Update

 

It is quite basic, just as we said, every time we kill a monster, we get one more “money” to our counter and the text just changes. this will be used in the future for presenting real money 😀

Picking up Items!

So there are bunch of coins on the ground which were originally toilets… or floating chickens… but forget that! now they are coins! and you know what we want to do with coins? we want to pick them up! Cuz why not..?? lol

0.0.6.X R1 Update

 

as you can see we can finally pick up these coins! all you have to do is stand in front of the coin or item and press the pick up button (depends where you bind that button to, in my case it was `x`)

What to expect in 0.0.7.X?

In the next version we are working hard on bringing the game more toward the playable side! We are working hard on the world editor, NPCs, AI (mobs), animation, new background, and more! We are so excited to show you all of this so leave a comment on what you want to see next!

Updated Character Saving, NPC, Health System, &skill

Update V. 0.0.6.1 R1

Summary

This version was relatively short so let’s jump right into it!

Character Saving

In this version we had to update the character saving system because of the addition of health and mana to the game, therefore if you try to load a `player` data from 0.0.6.0 with this version it will just crash.
here are some of the new features:

  • Health / Mana regenerates slowly
  • when using a skill, mana is being consumed
  • when getting hit by a monster, health is being consumed.

Here is a GIF showing the character’s health dropping as he is being hit by monsters 😀

0.0.6.X R1 Update

 

Notice that for now the big health bar on the left is just for decoration, it is solemnly a HUD testing, the real health and mana of the character are located on top of the character itself.
next up, a GIF of the character’s mana dropping as he uses skills:

0.0.6.X R1 Update

 

New background and a BUG!

Yes, this version had a small bug, simply because I was too lazy and wanted to go to sleep (4AM, yea you get tired at this time… lol). So here is the situation, our background artist sends me a new half done background ready to be in game, now I just want to see how it looks like in the game itself right? well I thought it was going to be easy to implement a new background that moves and does cool stuff, well I was wrong… so I decided to half-ass that and do it the easy and sloppy way… so enjoy the new picture of the background and the bug itself:

0.0.6.X R1 Update

 

As you can see, the HUD is drawn on the same camera layer as the background itself making it move as the background moves. And instead of following the “game” camera layer and moving corresponding to that position, the background layer moves according to the player position giving it a weird look (and also explaining why it jumps when the character jumps.)
So yea, bottom line, the whole purpose of this was to just see of the background looks in game, don’t get too used to it because it is going to go through some new revisions. 😛

Update V. 0.0.6.2 R1

Summary

This version is mainly about loading and saving character using the save file and fixing the camera… oh and showing how skills upgrades work!

Character Loading

When you first start the game, your character is level 1 with no skills. as you level up and move around, a lot of your aspects change including your upgraded skills, your position in the world, your health, your mana, experience, basically.. a lot. So, everytime you load a game, you don’t want to re-play from the begnning but you would like to jump straight into where you stopped, and this is where this feature comes into play! once you start the game, it checks if you have a character that can be loaded, if it can, it will load and show you it! If it can’t find any, you will get a new character in the origin position at level one !

Character loading:

0.0.6.X R1 Update

 

here is the initial creation of the character, as you can see you are created in the origin spot and then we move the character and get hit and finish the game.

Later on, we load the character again and we are in the same place with all of our previous stats loaded.

0.0.6.X R1 Update

 

As you can see, the game is re-loaded and even the health is the same as it was!

NPC

Remember the NPC we added earlier? well now it is partially function-able! well kinda… lol
once you click the NPC now, it opens an unfinished dialog that can be read but not exited from yet, we implemented the text into it and text rows but we didn’t finish implementing dialog buttons. We are planning on doing that as soon as we are done with quest and quests implementation.

0.0.6.X R1 Update

 

Camera Bug Fixes!

As some of you with keen eyes might have already notices, yes we fixed the “background/HUD” bug in this version, simply, because I wasn’t tired… lol
So yea, there isn’t much to say about this except that the background now follows the “game camera” using it’s own camera and keeping it relative, and the HUD is completely separated from both.

0.0.6.X R1 Update

 

Skills Upgrades!

Alright this is my favorite part 😀 the skills system got a quick upgrade and you can see it in action! so there isn’t much to say but a lot to see! check out how the range is increased with each time we upgrade it!

0.0.6.X R1 Update

 

So yea, this is it for now… stay tuned for more!