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Kiloru
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 - 43 minutes ago


...but uuuugh Deltarune happened


So yeah, did nothing besides some small sprite edits and other irrelevant stuff

Also, still stuck on the plot (yep, still no proper idea what actually going to happen in the game storywise), and, looking back, I find it absolutely f a s c i n a t i n g

Like, I did a complete 180° turn from what I tried to do with Overstay/its iterations (do all the plot stuff first and maybe slap some gameplay on later) and now sit with pretty fleshed out gameplay concept (up to exact damage calculation formulas) and barely any ideas on actual game story

It's kinda funny, idk


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Posted by Kiloru - 10 days ago


iu_1407281_4468939.gif

Soooo rough draft of control scheme

You have three modes, regular walking, melee attack (that reduces movement speed) and ranged attack (that pins you in place)


Also, made a sprite for the first enemy type

They're fun at parties

iu_1407280_4468939.gif


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Posted by Kiloru - 10 days ago


iu_1406834_4468939.gif

With some support from GBStudio discord, now spritesheet swap goes seamlessly with no need for flicker or anything

Now I can fit ranged attack mode the same way as a bonus

(Don't mind different protagonist sprite, I still havent decided on the setting and the plot lmao)


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Posted by Kiloru - 2 weeks ago


I am getting cheeky

iu_1404713_4468939.gif

I am just considering variants of how combat can work (and seriously considering going the action way because i am dreading dynamic menus so much, yep)

Tried making sheathing/unsheathing mechanic

It is not visible on the gif, but switching states looks kinda glitchy (because i am swapping spritesheets), maybe will have to stuff it all into one spritesheet, which would honestly suck


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Posted by Kiloru - 2 weeks ago


W e l l

Wrapped random encounters call into a script (wasting three global variables in process because GBS won't let me use local scene variables in the timer tick function if it is attacher via the script for some reason)

Started implementing the roleplaying system. Compared to Sagas, there will be several key differences:

  • You have your primare attributes, that are used for calculating your attack, max hp/mp, spell effectiveness etc etx. You actually have control over which stats to increase during levelups.
  • Damage now comes in three types, physical and two flavors of magical. Defense stat is now divided into physical protection and two magical resistances.
  • Spells are learned separately from leveling up, by using some sort of books/scrolls/obelisks/etc (havent really decided yet). You have a limited amount of spells you can remember in the same time (like, 4-5? i probably won't make too many unique spells anyway)
  • Inventory is expanded. Consumables and key items are now kept in a shared (probably limited) space, can be examined and have descriptions.
  • P r o b a b l y will make some sort of equipment, though not really looking forward for it.

Ngl, that sounds nightmarish to realize, already. Wonder how much I will backpedal from this concept.

Also, despite literally ever gamedev guide telling otherwise, worked on graphics. NGL, the artstyle took a t u r n (not complaining tho, kinda like it)

iu_1403669_4468939.webp


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Posted by Kiloru - 2 weeks ago


...devlog, day 1

Because I can't just sit calmly for a while and need to do s o m e t h i n g n e w

Welp


I am making another rpg. It's going to be called something like "Crypts of Kayith Ulnorr" (working title, I need to make it sound even more dungeon synth-y)

I think I've learned quite a lot of lessons from Nilvreth Sagas, and eager to apply this knowledge now.

So (besides madly scribbling a bunch of concepts and ideas into my notebook), spent today on implementing a proper random encounter system. It tracks if player actually moved or not, so no more encounters while trying to walk into walls. Also planning to add some delay counter at the end of battles, so you won't get encounters right next step after you finished fighting.

iu_1403255_4468939.webp

Also, done a quick sprite for protagonist. Because I can.


Actually thinking on making NPCs constantly play their walking cycles like in old ff/dq etc, purely for more motion present on the screen.

Also I'll implement a proper roleplaying system this time, I swear. Will event try to do a ~dynamic spell menu~, so I am pretty sure I's gonna get rough really fast.


And oh, I'm gonna document it all here In unnecessary detail, yep. Brace yourself.


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Posted by Kiloru - 2 weeks ago



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Posted by Kiloru - 1 month ago


It is mostly done (at least on gameplay level)

iu_1399722_4468939.webp

I will add proper gameover screen, main menu and all that stuff, and maybe tweak something a little, but gameplay part is mostly finished (and I have already spent more than enough time on it already tbh, I kinda want to move on at this point)


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Posted by Kiloru - 1 month ago


iu_1397728_4468939.jpg

....at least as long as you won't mind winding up an emulator i guess

Two of three chapters done and should serve as big enough of gameplay slice

(Dont mind gameover screen)

Yes, its a zip because NG filedump won't allow me to upload a .gb file


Music used is by Cubic Feet per Minute and sound effects by Yogi (both from itch.io)


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Posted by Kiloru - May 8th, 2025


Im still doing levels and stuff, so not a lot conceptually new stuff really to show off

Buuuut im kinda proud of this one so here

iu_1395562_4468939.webp

Because every fantasy jrpg needs a scifi location at some point

Ngl, hit my peak pixelart here


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