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Kiloru
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    all systems nominal

    Enkinaru @Kiloru

    Age 30, Male

    Soviet Russia

    Joined on 1/24/13

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    Kiloru's News

    Posted by Kiloru - 10 days ago


    I'm not dead, just doing not very visually interesting stuff so far

    Like, fixing some UI flickering problems, or assembling levels, or writing and all that stuff

    iu_1388399_4468939.webp

    Technically, like 1/3 of the game is ready at this point


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    1

    Posted by Kiloru - 1 month ago


    Well, doing more stuffiu_1377402_4468939.jpgiu_1377403_4468939.jpgiu_1377404_4468939.webp

    Some more sprites, a new handmade font and ruined city tileset (including ominous obelisk and legally distinct gates of Ishtar)

    Also the opening scene will probably look something like this


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    Posted by Kiloru - March 27th, 2025


    (And touched up some old ones)

    iu_1374738_4468939.jpg

    Also had a major epiphany in which direction I want gameplay to develop, so some progress here too


    Tags:

    Posted by Kiloru - March 7th, 2025


    POKE

    Soooo it begins to vaguely resemble something actually functioning now. Spells and proper enemy behaviors are still WIP, but overall it works. Damage calculations, temporary stat changes are already implemented. Also, encounters are winnable and eacapeable (with the togglable escapability).


    Ironically, it only took like two weeks to get it into more functioning condition that any of Aspect/Overstay iterations. I feel there must be some sort of lesson here (probably something about picking a scale that you can actually manage or not trying to invent an engine when ready solutions already exist, idk)



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    1

    Posted by Kiloru - March 6th, 2025


    iu_1364761_4468939.webp

    Encounters are not simply text messages now, yep

    Scripted switching to combat screen, setting up encounter data and changing graphics depending on enemy encountered

    Now to actually implementing combat system


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    1

    Posted by Kiloru - February 28th, 2025


    iu_1359989_4468939.webp

    Status screen menu thing done and works

    Totally not wasted emparassing amount of time because I missed the most obvious way to display text on the scene, yep


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    3

    Posted by Kiloru - February 27th, 2025


    I do stuff again

    Desire to make a jrpg still haunts me after all these years, so may as well do something about it

    So, here's some overworld assets (and script to check for Annoying Random Encounterâ„¢)

    Yes, I'm going to use GBStudio again, desite it being less-than-optimal engine for the task at hand. Will probably heavily reference the very first dragon quest, with singular character, 1v1 combat and all this stuff.

    Don't worry, I won't repeat my previous mistakes and go all aboard with branching subplots, non-linearity etc


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    3

    Posted by Kiloru - December 19th, 2024


    iu_1319786_4468939.webpiu_1319787_4468939.jpg

    Long story short, let's assume that now I have a vague understanding how GBstudio works. Guess I can do something proper now

    Finished (more or less) a proof-of concept level, pretty happy with the game feel so far. Already learned a couple of new things (little unnecessary stuff like prefabs, sounds or saving/loading, yea).

    Going for more action/adventure angle, without rpg elements and with faster gameplay this time


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    2

    Posted by Kiloru - December 1st, 2024


    iu_1311094_4468939.webp

    Calling it done, yea

    >> go and play it


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    2

    Posted by Kiloru - November 27th, 2024


    So, technically, gameplay part is finished, and even somehow tested (it is possible to beat, at least, I checked)

    iu_1308562_4468939.webp

    Currently working on intro/finale screens and cleaning up typos

    iu_1308561_4468939.webp


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    4