gamedev
Ending and credits now have a background too. I was inspired by early fantasy RPGs like Final Fantasy 1-7 and the first two Ys games which featured a space background, despite none of those games (except FF4) taking place in space.
Space backgrounds are often associated with deep philosophical thought or the meaning of existence. Or maybe the protagonist is transferred to another world after starring into the mirror. I don't know. I just felt like the ending and credits screen needs a background too.
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gamedev
There is finally boss music. It was hard to find a good track because I don't want anything too epic as I might use that for a better game.
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gamedev
Title screen now has music.
Title music is "RPG Lost In Time" by Hitctrl. (Released under CC-BY 3.0)
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gamedev
Rewrote (or had AI rewrite) the ending text to better fit the situation and the background.
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gamedev
One of the bosses (the one that you are supposed to bomb) now has an original sprite. Previously, it was just a large version of the blue, darknut-like sprite which changed to yellow when bombed. Instead I made it a skeleton with armor and the armor disappears after being bombed, but reappears after being stabbed.
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gamedev
Replaced some of the copyrighted placeholder sound effects for items with stock sound effects. It's really hard to find any good ones, and these are the best I could find. The heart sound is a bubble sound effect because that's the closest thing I could find. The hearts in the Zelda games always made what sounds like bubbles or liquid, so I guess it fits.
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gamedev
Replaced the sprite for the teleporting wizard boss with a sprite of my own. Just one more to go!
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gamedev
Replaced the sprite of the bug boss with a sprite of my own. Now every boss is using original sprites.
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gamedev
Added a "death animation" for bosses (actually for all enemies but I don't think it works well with them when I tested it) instead of just a single frame. There is supposed to be an additional frame but it doesn't appear in game.
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gamedev
Decided to get rid of the penalty of taking half of your coins when you die. I realized that this game is brutally difficult and losing money on top of your equipment just seemed way too harsh, so I decided to just have it reset your equipment to level 1 and leave it at that.
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gamedev
Added red coins after realizing that a lot of the shop items are too expensive. They are worth 10 coins each. I hope it helps.
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gamedev
Finally found a "death whirl" sound effect for when the player gets killed. It took me forever to find one because I didn't know what it was called. Obviously it's not in sync because it's a stock sound effect that I just downloaded, but I plan to sync it in due time.
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gamedev
Tried to make the "death whirl" animation in sync with the sound effect. Now, I realized that I need two delays. One before the player starts spinning (just to allow the mind to process that they got hit) and one for after the player disappears.
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gamedev
Added a delay after the player sprite disappears and before the level restarts. I kind of cheated by just copying the same transparent frame like 6 times just to give the illusion that there is a delay between the death animation finishing and the level restart, but the animation is still going up until the restart of the level.
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gamedev
Trying to replace the BS Zelda male avatar sprite with something that I own (well a modified version of a public domain sprite).
I'm not a good pixel artist when it comes to humanoid characters. I tried to get help on OGA's forums, but activity is too low on that place and I don't know anywhere else that I can get help. This probably won't be the final sprite, but I'm running out of options, and I want to get this game done so I can move on.
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gamedev
Tried my best to add hair to the sprite. I still don't like it that much. I think I should redo the shield because is side walk-cycle has him swinging the shield but that's because the base sprite has both his arms swinging while walking.
And of course, I also have to reposition the sword during attacks. I might have to redo the sword sprite because it looks way to big for him.
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gamedev
Bosses now drop life capsules upon death (assuming your max HP isn't maxed out). During my test playthroughs, I noticed that I reach the end of the game with my max HP still in the single digits for whatever reason. I also want to make it possible to reach a max HP of 20.
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gamedev
Doors now have unique colors depending on the level.
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gamedev
I've also re-positioned the sword to better fit the new sprite. It's still not perfect though and I plan to redo the walking animation, so that the character is holding the shield in place instead of swinging it.
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gamedev
Player no longer swings his shield while walking.
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gamedev
Fixed the animation with the red shield sprites too, but the attack animation still shows the green shield.
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gamedev
Red shield sprites now have proper attack frames.
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gamedev
Red shield sprites now have proper death animation.
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gamedev
Finally added a victory fanfare after completing a floor. I just used the fanfare I used in my previous games (which was a CC0, 8-bit fanfare from OpenGameArt), put it in NeuralNote and changed the instruments.
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gamedev
Certain items will now disappear if you don't collect them in time.
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gamedev
Added a fanfare for collecting the mirror. I also just realized that two of the bosses are broken and I need to investigate the problem.
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gamedev
Fixed the boss bug. Although I didn't record the bug, the bug was that some bosses would just hang upon death. Turns out they aren't calling the animation method.
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gamedev
Water tiles are now animated.
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gamedev
Did the same with the other tilesets. Though I don't think lava flows like water. Maybe I should have it bubble up instead.
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gamedev
Player can now pick up items with his sword.
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gamedev
Changed the lava tiles to make it look like it's bubbling, but it ended up looking weird. Judging from other games, lava tiles tend to have 4 frames of animation instead of three, but if I add an extra frame then I need to add an extra frame to the water tilesets.
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gamedev
Decided to change the death whirl sound effect to make it sound less 8-bit. I don't know how it turned out. Should I play with the instruments more? Is it fine just 8-bit? Or should I keep it like it is in this video?
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gamedev
I've bit crushed the death whirl sound effect, but I can't make it sound like an SNES sound effect. It honestly sounds more like the compressed voice sound effects you would hear in 80s arcade games.
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gamedev
I have the HUD display the current level like how it is displayed in Super Mario Bros as it does a better job explaining which environment you are in and how far are you from the next boss.
I've also decreased the intervals for when bombs explode. I did a full playthrough of the game and I realized that the later enemies that are only killed by bombs are extremely hard to kill due to the long interval, so I cut the interval by half.
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gamedev
Trying to replace the remaining copyrighted placeholder sound effects with stock ones, but I can't find any that sound right. In Zelda and Zelda-like games, enemies die with an explosion sound effect, but it's not quite and explosion. It sounds somewhat softer, but I can't find any free to use sound effect that matches that.
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gamedev
Tried to mimic the enemy kill sound effect with my voice with BitCrunch and reverb effects. It doesn't sound exactly what I wanted. It sounds more like a whip-crack sound effect more than anything.
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gamedev
Replaced the "key get" sound effect. Now, I think I have all placeholders removed.
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gamedev
Balancing the newly created/replaced sounds. They were too loud in the previous video, but now, I think they are too quiet.
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gamedev
Improved the pause menu.
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gamedev
Player's HP restores to maximum HP in-between levels.
I'm trying my best to make this game at least beatable. I noticed that because of the random enemy drops and the random nature of the in-game shops, healing is heavily RNG dependent, and you can go multiple levels with very little chance to heal, so I feel like this was necessary.
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gamedev
I noticed now that I made the game too easy by having the player heal between levels. To somewhat compensate, I increase the prices of the white and blue swords. Maybe they should be even more expensive.
I also realized that while the bosses take a while with the wooden sword, they are easily cheesed with the blue sword so I think it should be pretty expensive.
Balancing difficulty is basically the only thing I have left to do. I could release this game unbalanced, but since permadeath is a key feature, I want to make it so that you can lose and probably will on your first playthrough, but not have it so that winning is impossible. Though there was a Japanese PC game known as Xanadu which was infamous for being popular, but having very few people actually beat it, so maybe I could do that.
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gamedev
The final boss now drops bombs. I felt like it was kind of necessary as the boss is piss easy if you have all your stats maxed. I also increased it's HP slightly.
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re: gamedev
re: gamedev
@bajax There are no experience points. It's more action-adventure than RPG.
gamedev
@xianc78
I love seeing your progress. Keep on keeping on.
gamedev
@LukeAlmighty Thanks.
gamedev
Added outlines to the pause menu text.
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