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
Added a menu to the pause screen. Recently, I reconfigured my game to play in fullscreen so I need to accommodate the lack of an exit button.
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gamedev
Improved the pause menu.
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