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
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
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
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
Player can now pick up items with his sword.
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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
Water tiles are now animated.
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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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I also love how these guys just straight up pretend that it's still 1997 and that 3D PC gaming is either a luxury or non-existent. These guys brag about how "advanced" their engines are, even though they are just isometric engines and dead bodies not disappearing isn't something to write home about.
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
Certain items will now disappear if you don't collect them in time.
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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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And here is the result, recomposed as a full orchestra. This is based off of a victory screech my siblings and I would make when we accomplished something or received something good.
So it looks like half of you would rather spend your entire lives as someone else's property than to spend 13 years in school.