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Tuesday 29 April 2014

IndieDB page!
http://www.indiedb.com/games/the-legacy-of-isaelius

Thursday 17 April 2014

Saturday 12 April 2014

I spent literally all day programming this instead of studying



Wednesday 2 April 2014


I am re-making the overworld sprites. Above is an early mockup, I think i've developed a low-labour vector-to-raster method of making decent looking sprites

Saturday 22 March 2014

New chests in the platformer world

New chained door thingy

opening the stats menu pauses the game

Also: reorganized heaps of code, fixed many minor bugs


Friday 14 March 2014

I finally got around to expanding on this painting so the top ends with a flat colour. This is important because now i have as much vertical flexibility in level design as i want. I GUESS YOU COULD SAY THE SKY IS THE LIMIT NOW

Tuesday 11 March 2014

When i'm done this game i will release the source code to show everyone how NOT TO MAKE A VIDEO GAME

Friday 7 March 2014

re-wrote enemy code to be more efficient and make more sense
making further changes to combat and difficulty
messing around with minor adjustments to the different stat algorithms to be more noticeable or make more sense
composer starting music soon

next demo will be wicked

Tuesday 25 February 2014

oops i made it NES hard.
I've been fixing lots of non noteworthy bugs and refining controls / making combat make more sense

Tuesday 18 February 2014

Saturday 15 February 2014

some background. soon it will look like i'm really making a game

Thursday 13 February 2014

Sunday 9 February 2014

Messing around with transitions to make things feel a little more satisfying and game-like


I made a silly looking high school doodle around the text screen because why not

Saturday 8 February 2014

integrating the items into the game; re-wrote item collection and stat modification code to be more efficient


this is what happens when a piece of armour gives you +500 dexterity
dangit it might have been useful information to know how to make a video game before starting this
I think this will be the final set of items

Thursday 6 February 2014

non-screenshottable progress:
Refined combat to feel smoother
Fixed some animations issues
Refined save/load system
Made spells an unlockable element

Thursday 30 January 2014

literally the only thing i've done in a week is make the inventory look slightly different ahahahhhfhsg.. svkop

Thursday 23 January 2014

Standard town guard. Some of the colours are wonky because flash has a really garbage animated gif exporting system

Saturday 18 January 2014

Wednesday 15 January 2014

The whole "indie game retro aesthetic" has been the subject of a lot of critisism lately and I've been giving this some thought. With this game, I like to think that I'm not just slapping on this retro style as a go-to method which fits within the confines of my artistic capabilities.

I LIKE to think that, but that's probably how I landed on the decision.
Here is how I prefer to rationalize it though: I want to create a modern feeling game which acts as a self referential, somewhat comedic celebration of the positive aspects of late 90s CRPGs, as well as the cliché, dated aspects.
Quentin Tarantino likes to make his titles a bit too big and obnoxious, or include "acts", or put a big "The End" before the credits roll, because he loves to celebrate 1970s exploitation films.
In the same way, I'm looking to have my sound effects be just a little bit too repetitive and for players to get frustrated at unfair encounters, ect. All of the little things which we readily accepted at the time, but are no longer considered tasteful.

That being said, I think it's also important for me not to let these tropes take prescience over the narrative, which would render the game a mere novelty and strip it of any possible lasting value. So there's a point of balance I want to achieve here, who knows if I'll be able to.

Monday 13 January 2014

A few days ago, i went to record a youtube video of some of the progress that I had made in the platformer aspect of this game. After a couple of recordings I decided I was happy with the video because it presented the game the way I want it to look and be played. I uploaded the video to youtube without realizing that fraps had decided to record the song I was listening to at the time of recording. To avoid copyright issues, I deleted it and went to record it again, but couldn't reproduce the results. I couldn't get it to look just right.

This got me thinking about honesty in presentation. I've been somewhat deceiving in how I've been showing this thing I've been making. So in this re-recorded version of this video, I tried as hard as I could to ignore my prior knowledge about how things are programmed, what bugs are present, and how I would LIKE it to play, and just played.

DO keep in mind thoug that the game runs far slower in the video than it really does due to fraps being a memory whore

Saturday 11 January 2014

Making a dragonfly enemy. I need more little one hit guys

Thursday 9 January 2014

Soon it'll be time to clean up my workspace THATLL BE FUN AHAHAHAHA
"layer 1" "layer 2"
I suck someone kill me
new goblin, he's just the last one but re-skinned. Also the projectile acts differently

Wednesday 8 January 2014


I did a climbing animation today and it looks like shit but honestly like whatever