68kStudios's Forum Posts

  • A couple of gameplay videos.

    Dungeon exploration:

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    Spell casting system, combat and character creation:

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  • An article about my project

    http://www.indieretronews.com/2017/09/p ... ngeon.html

  • Steam store page http://store.steampowered.com/app/68202 ... _Dungeons/

    The game will be available in the next few days.

  • Ok, now I REALLY need your help and suggestions <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    My game has been greenlit on Steam http://steamcommunity.com/sharedfiles/f ... =859634093

    Do you have any experience with your games on Steam? Any suggestion on how to improve my game? I'm thinking on a complete overhaul of the graphics as first step...

  • Looks great so far, the art and the systems! Can't wait to see more of this. Did you create Mazes of Karradash 2 with Construct 2? How long did it take you to create your previous game and do you have an overall ETA for this game?

    Thank you! Mazes of Karradash was made with another tool, but I've switched to Construct2 because I think that it's way more powerful. It tooks a couple of years to create the first Karradash and 10 months for the sequel. I think that we new game will be ready in 10/12 months.

    Anyway, more screenshots

  • I played karradash 2 and enjoyed it, cool to see a successor coming about!

    Mind elaborating a bit whats new this time around?

    How are you handling the 3d, is it all prebuilt images or do you have some method to dynamically compose your scene from a 2d layout? And are you doing all gfx yourself?

    It's an oldschool RPG, in 2D. It's like Mazes of Karradash, but with a different setting, different rules, a different story (well, MoK did't have a lot of story at all) and a - really - different mood.

    Instead of using pixelart, I chose a digital painter to work with: so enemies are not animated like in karradash, but they look much better.

    You can see an early example of the gameplay here (note: icons are temporary, that's why they look so out of place)

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    Looks very pro - but (related to the facebook video) is it topdown or like the screens a 1st person (2D or 3D [with construct2??])

    The topdown one is another game (I should say that is just an experiment actually). This is a First person RPG, with 2D graphics <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Hi,

    I'm working on a new First Person Dungeon Crawl. Like my other games (Mazes of Karradash http://toucharcade.com/2016/05/27/mazes-of-karradash-2-review/ ) it's an old-school RPG, inspired by masterpieces like Eye of Beholder or Dungeon Master.

    It's a turn based RPG with some roguelike elements (like perma-death and some random-generated stuff).

    You can find more info on my facebook page https://www.facebook.com/68kstudios/

    EDIT

    I've launched a crowdfunding campaign on Kickstarter. If you like my project, please support or share the link <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    You can find more info here:

    https://www.kickstarter.com/projects/563447142/project-daedalus-a-horror-dungeon-crawl-rpg

  • 0.9.10

    Link: http://68k.prisma-comunicazione.it/karr ... index.html

    new features:

    • New enemies with new behaviours
    • 12 classes available, each with a unique skill
    • 10 new special skills (29 in total) and 32 Passive skills
    • 10 different kind of dungeons
    • More than 20 artefacts and special items
    • Rings with different special powers to combine
    • 2 new facilities (Blacksmith and Guilds)
    • hunger (you have to find food and can't waste too much time)
  • Hi!

    I'm working on a action-roguelike game and I'm using this amazing plugin. You can try it here: http://68k.prisma-comunicazione.it/karr ... index.html

    It's my first game made with Construct 2, so feedbacks are welcome <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Update!

    I've changed a lot of graphic and fixed the interface. There are new enemies (in later levels), new power ups and a new multiplayer mode (I have to fix some stuff but it works).

    You can find everything here: http://68k.prisma-comunicazione.it/karr ... index.html

  • It's just a temporary solution, be patient and I'll fix it soon

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  • It's just the first boss, so I'll probably let him flee

  • I also quite like this one, so much in fact that i had to check your mazes of karradash 2 and here too i'm impressed with your focussed and well executed efforts! What was that made in? Hope you'll bring this one to a comparable visual level!

    Thank you. I've used another engine to made Mazes of Karradash (but I don't know if I can write the name here )

  • > The score is actually based on time. And there are some random events (I don't know if you have found them) that have a countdown (like: kill 50 enemies in 2 minutes, find the exit in 30" etc...)

    >

    I haven't seen any events . How does the game inform about them?

    The music change, a message with the task appears and a timer starts. Special tasks are not very common (2% chance every level).

    [quote:2ysrxwy8]

    Tips on how can I avoid the "enemy stuck" issue?

    The best tips would come from knowing how have you made the enemy movement, to understand why it is failing. Without that, I can only talk about a generic trick, an event to check when an enemy is stuck to move him out of there. Something like:

    Pick active enemy

    Speed = 0

    Not collision with player

    And then you make some action to get it out of there. You could use the 8direction behavior, move it up, check if it's still stuck, move right, etc.

    I've changed a couple of things in the new version, I think that is a little better. Anyway, I'm using the find path behavior to move enemies and if they collide with other enemies or walls -> Push customMovemento out of solid(nearest)