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Khelda II [KrampusHack 2021] |
GullRaDriel
Member #3,861
September 2003
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I made a Zelda II alike world with a big map on top view and some dungeons in side view. Permanent world, only the monsters are reset betweens dungeons / starts. The limit was way overdue before I could do all I wanted so I'm linking both version here, the entry for the compo and the updated / finalised one. Compo entry: https://tins.amarillion.org/upload/2021_12_29-KrampusHack-Keldha_fxYj27i.7z Screens: uploaded to tins log, both compo and final entry: https://tins.amarillion.org/krampu21/log/entrant/4277 git repo: https://framagit.org/GullRaDriel/krampushack2021-kheldaii Click here for full pack with datas, sources and binaries Gameplay demo (only final entry) : https://youtu.be/kuWaKg-ZGnU ============================================= How to play:
Keys:
Items to be collected:
Obtain: the kiss of the princess once the Ogre is dead ! Tips:
============================================== Options:
============================================== How to build: need gcc on linux and gcc + msys / cygwin on windows EDIT: Updated 'final' binaries with latest version. Git is up to date. Original entry is preserved on the tins website. "Code is like shit - it only smells if it is not yours" |
SiegeLord
Member #7,827
October 2006
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I liked it! I played both the compo and final entry. I couldn't figure out how to switch weapons, but once I finished the final dungeon, it somehow switched over to the magic wand!? Either way, I really liked the feel of the movement and the slight bounciness. It was fun to hit many enemies at once with the wooden stick. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
GullRaDriel
Member #3,861
September 2003
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It's F1,F2,F3,F4 but you have to search for them and get them first (There are icons of weapons on the main land) or edit the player_states.json file and set one of have_'weaponname' to 1. "Code is like shit - it only smells if it is not yours" |
amarillion
Member #940
January 2001
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Yes, I managed to beat it (see attachment). Nice work, and thanks for the gift! I notice that in some dungeons, all the enemies collect at the bottom. Is that intentional, or a bug? -- |
GullRaDriel
Member #3,861
September 2003
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Thanks for playing it ! The monster gathering in the dungeons: intentional for last battle, I tried to make a level which is really like going down in a pond of hell. The others are just bad level design &&|| poor monster intelligence. I mean I could have fixed it with level design and make some "basins" platforms by adding one blocking on each side, which can be done quicker, or give monster more intelligence on platforms borders. The arrow image for the magic bow and the logic behind it's animation didn't made it to any of the submitted files ;-) I lacked the time to do anything else than put the basic engine one during the whole compo (as seen by running the KH2021 original entry). During the days where you allow packaging and tuning, I gave my all to make a story ala zelda with the limitations of the engine that was there. I don't think I added that much code, but I've put a lot in getting animations for everything I could. I tuned the monsters and added one special one (the ogre) for the finishing. I'm happy that you liked it :-) Watching proof of ending Hoooo I see. Mister is a magic wizard ! I personally prefer to get the shield, the sword, and tank myself a lot before entering the dungeons so I can focalise on exterminating the pests X-D "Code is like shit - it only smells if it is not yours" |
amarillion
Member #940
January 2001
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I did like the ice wand for its ability to wash the entire field with blue particles. Definitely feels powerful. And I had plenty of shield potions. In the end you can just walk through a bunch of enemies, spamming shield potions as you go along. -- |
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