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Sounds perfect Wahhhh, I don’t wanna
Episode I version 2.0.x and macOS support!Happy New Year everyone!
I hope it’s is a good one for all of you. Here’s to another year of community, friendship, and gamedev. :)
So… it seems like a good way to start off the year is with a big ol’ update...

Episode I version 2.0.x and macOS support!

Happy New Year everyone!

I hope it’s is a good one for all of you. Here’s to another year of community, friendship, and gamedev. :)

So… it seems like a good way to start off the year is with a big ol’ update for ProtoDungeon: Episode I! Not only have I made a TON of changes thanks to developments from Episode II, but now available for the first time is… 

(drumroll please)

PROTODUNGEON ON MAC!!!

But even if you’re not a macOS kind of human, don’t fear. As mentioned, this update contains quite a lot of updates for both PC and macOS versions thanks to Episode II. Here’s the full changelog:

From Episode II:

  • Lighting (reorganized the the torches in the level, as the new lighting draws emphasis to specific places; some places did not need to be emphasized, while I was able to take advantage of the lighting to draw attention to other locations).
  • Menu system (including a new Episode I title card).
  • Updated logo.
  • Saving/loading (all things considered, this dropped in surprisingly well; I did have to add a few extra cases to fix, such as falling through a pit to the level below).
  • Graphics settings.
  • Audio settings.
  • Updated to the Wandersong audio engine (also updated all audio container names to use constants instead of writing out the strings every time… there were way more of these than I expected).
  • Key remapping (new default keys as well to match the updated defaults from Episode II).
  • Ability to jump off all cliffs (had to rearrange some stuff to prevent softlocks and other issues).

Other improvements:

  • Repaired swap mechanic–this had broken after changing some of the underlying code for another mostly-unrelated system.
  • Updated the tiles for the pits that lead to floors below–these should be more distinguishable from the normal hazard death pits now.
  • Updated the swap spell item descriptions to be lore-based for consistency.
  • Simplified the lv1 swap spell puzzle, as it was trying to teach too much all at once and MANY players found this confusing (this was one area that the new lighting came in handy too).
  • Updated the lv2 swap spell puzzle, as it never actually taught the player how to USE the lv2 spell–this was the trickiest change, but adding a new room underneath both gives space for a lvl2 teaching puzzle and makes the punishment for falling a lot less brutal.
  • Fixed a collider in the outside room transition.
  • Updated the object activation/deactivation manager to account for falling to the floor below.
  • Updated the player “fall to target” state so modifying the target coordinates elsewhere won’t interfere with this state (“targetX” and “targetY” are variable names used for a handful of different states).
  • Tweaked the top of the teleporter collider so you can’t accidentally miss it.

Play ProtoDungeon: Episode I here! It’s free!

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ProtoDungeon: Episode II alpha update v0.12.0

This is it you guys, the next big alpha update… v0.12.0! We jumped up a lot of numbers from last time because there were a lot of major changes!

GAME SAVING

This iteration is just a simple single-slot autosave without manual saving yet. The game saves on every room entrance, item get, and day/night toggle.

SETTINGS

  • Audio: handle volume for master, music (which isn’t in yet lol), and sound effects
  • Graphics: new shader updates for brightness/contrast, resolution/fullscreen management, choose level of pixel scaling (from pixel-perfect to max–I wouldn’t try pixel-perfect quite yet since the camera makes it hard to look at)
  • Input: overhauled system, allowed primary/secondary inputs, added full remapping for keyboard and gamepad

MENU SYSTEM

The update that ties it all together. It’d be annoying if you couldn’t start a brand new game after finishing (I am assuming everyone will replay this at least thirty times) or if you had to change all the settings manually in the .ini file. Episode I just had a title card and some controls info stuffed in there.

OTHER

Added some SECRETS, some graphical updates, dungeon entrance day/night logic, and one unrelated bugfix (could get stuck reading one of the bookshelves).

This update is available to all patrons of the game! You can become a patron for as little as $1 at patreon.com/mrdaneeyul!

What’s up next?

  • Music: new audio engine (the one used in Wandersong!)
  • Darkness: gotta get those dungeons spooky
  • More graphics!
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Quasidaily Updates - ProtoDungeon: Episode II - August 31 - September 13, 2019

August 31, 2019

Been grinding away at PDII for some time, and as much as I talk a good talk about avoiding burnout and getting stuff done, I fell into the trap. I started crunching myself. With a baby, and a day job, and this as a hobby, my brain has been overworked to the point of being unable to solve simple coding problems.

I’ve been playing games again (haven’t played any for two months!!!) and Bounty Train has completely sucked me in.

I’ll probably do a little work on the dungeon entrance for Episode II tonight or tomorrow, but I’ve been enjoying the unwind.

September 7, 2019

  • Worked on dungeon entrance logic. It’s… close. Still some quirks. Gonna take a break from this for a bit.
  • Prevented bug which caused you to be stuck reading a certain book forever.
  • Fixed crash when loading the game due to the door collision masks losing their doors. There were two parts to this fix: 1) Doors are now considered solid objects instead of creating a collision mask (this ended up being an annoyingly gigantic task involving editing GUIDs in GameMaker’s .yy files because GM handles instance variables weird), 2) collision masks delete themselves if their object no longer exists.

September 9, 2019

  • More dungeon entrance logic. I have it finally doing what I want… almost. Still some coordinates values to tweak, namely for any ring blocks caught up in the shift.

September 11, 2019

  • I believe the dungeon entrance logic is basically done now. Linked ring blocks shift properly.
  • Fixed an issue with the building exterior and ring block depth.

September 12, 2019

  • Fixed an issue with the dungeon entrance floor not displaying properly.
  • Save the state of the dungeon entrance.

September 13, 2019

  • FINISHED THE DUNGEON ENTRANCE AAAAAAH. This has seriously been a huge blocker in completing this episode… there’s a couple things that I just didn’t consider that, when combined, would conspire against me so thoroughly. I also know a couple different things that would’ve made it way easier but OH WELL.
  • Drew an actual sprite for the day/night object. Not sure it’s the final one, but it’s better than the super stretched bed, lol.
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