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Please go to the youtube link to read the full description... and maybe hit the like button and leave a comment for engagement if you're feeling generous. c:

https://youtu.be/G05QGivMTwU

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Legend Maker - Short Gameplay Showcase with Finalized UI, Quality of Life Improvements

Download Legend Maker on Patreon: https://www.patreon.com/DreamMix There's more to come soon. I'm just releasing this video so you guys have some content to tide you guys over for a week (meaning I should have a new video with many new things next week *sus eyes*. I had to rework the UI in HD so I could add options for the objects. The player now has an item list that you can toggle (currently just the sword) so the base player will be able to start with whatever items you set. You can also see where the player spawn is at all times, and you can also click a button that takes you directly to the player spawn. Soon I'll also add a testing tab for the player which will allow you to keep items, stats, and your placement in between testing and going back to dev mode, then back to testing. Basically it will be an autosave while devving. Of course there will also been options to start from the spawn each time, or spawn from the center of the screen. For the enemies, I will have their stats editable in the menu. This will change every enemy's stats at once, so when you place a new enemy, it will also have the stats that you have set for it. Decorations will most likely not have any options, because most of them are static, but they may have some combining abilities (similar to how Mario Maker allows you to put items into question blocks and such). The tileset menu is currently not in this video but will be in the next video and it will most likely be in this month's build. Save and loading options will soon have a description that will be editable in the game options tab, along with a thumbnail that you will be able to snap and add to your game. This thumbnail will also be editable. Since I've heard MANY concerns about this look of the game being final or not - YES, this is the final look of the game. I'm very satisfied. I went through a few iterations of the UI in the Unity version, but it was because I was trying to figure out how I could do all that I needed to do in the best way. I went through quite a few iterations, but I can finally say that I'm very happy with this. I can do everything that I need to with this UI. I did a lot of studying to make sure that it's as good as it can be. It will probably get better as I adjust some sizing and what not, but this is the final look of the UI! **A special message for the long time fans** Also, if some of you have been away for a while, I had to switch to Unity a while back because of how bad my experience with GameMaker Studio was. It only got worse as I tried to do more with the game and other people started to make bigger worlds. GameMaker's optimization is awful in comparison to Unity, and things were just much glitchier in general. One of the worst things was that, to optimize in GameMaker, you have to deactivate most of your map, while only activating objects in view. But then, you couldn't access the objects outside of your view. This made many functions of large map creation virtually impossible, or VERY GLITCHY. The pressure really ramped up as big streamers, such as Vinny from Vinesauce, played the game and experienced glitch after glitch due to the object deactivation (which also interfered with collision, because objects with collision outside of the view would have to be deactivated). It became basically unusable for the purpose that I needed it for, so I started devving in Unity. Honestly, I was scared of Unity, years ago, or I would have started in Unity. I was so inexperienced, and I feel as though I've let a lot of people down with how much time I've spent just learning, trying different iterations of graphics, and UI. When I started Legend Maker, I knew so little. I was using mostly GameMaker visual scripting. I had programmed short games before, but they were bare minimum basic games. I started Legend Maker as Zelda Maker, and it was just a for-fun project. I never expected it to blow up like it did. I've learned so much in gamedev and pixel art. I hope to make it all up to you guys. I owe it to you guys. Some of you have supported for so long. I completely understand your concerns. I've been in your shoes a hundred times with gamedevs. It especially doesn't help that the whole process was public, taking that huge learning process from what could have been at my discretion, into something that was completely public. However, I'm confident that I can make Legend Maker all that you guys have wanted and even more, and I'm also confident that, since I've been working on it about 10 hours a day, 5-6 days a week, you guys shouldn't have to wait until you're a skeleton before the game is finished. No, I don't have a date for that, and I won't, until I'm ready. It's literally just me as of this moment working on the game. But I can assure you that I'm working my butt off to finish what I started in October, years ago, and I finally have the skills to pull it off. From the bottom of my heart, thank you for all of your support.

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