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The penguin even tries to attack you if you shoot it, but luckily you can shoot it again.

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gamedev 

Made it so that the final boss level is just two rooms. Though I haven't made it so that the store doesn't spawn in the boss room. I've also disabled the staircase for the boss fight until it's defeated.

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This is why I hope that one day Ioncom will earn enough money to enter the video game hardware business. Ioncom Watches would be a hot seller, given their niche market. Now you can play the latest indie games in math class or at the wedding of the family member you don't care about.

Coming soon when I have the money and find some SBC that can fit inside a watch (if any exist).

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gamedev 

Added the first and possible only boss, which will appear in the final floor. It's basically just like the Ghoma in the Zelda games except you attack it with the sword as it's the only weapon in the game.

Though given the limited window to attack and the fact that it takes more time to charge at the boss than it is to strike it with a projectile, I don't know how this boss battle will pan out, but I feel like without a proper final boss, the game would end anti-climatically. Also, due to the fact that levels are randomly generated, there is also an issue that the final boss room can be entered from the south, meaning that you will end up behind the boss when the battle starts. Maybe, the final floor can be just a single corridor that leads to the boss, instead of a randomly generated dungeon like the rest of the levels.

Anyway, I just want to get this over with and move on. After working on this project, I can clearly see why Nintendo never considered making a Zelda game with random dungeons. Not saying that it's impossible, but there are so many things you need to take into account (lock and key placement, metroidvania elements, etc) and they are much harder to implement in a randomly generated dungeon compared to a simple roguelike dungeon.

After this, I plan on creating a simple adventure game to practice things like event flags and dialogue trees.

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>Exposes a former video editor about being a sexual predator and threatens to take legal action
>Censors all mentions of deadnames in the video and urges people not to be transphobic in the comment section

I am sick of this shit. Pronouns and other PC bullshit goes out the window in situations like this. Maybe if you pay attention, you will see fucking patterns that every "transphobe" sees.

youchu.be/watch?v=HJq3fcImtiI

gamedev 

I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.

opengameart.org/content/base-c

It turns out that I can't draw a skull from the side so it ends up looking weird from the profile view. It still looks small compared to the player sprite, but I plan on using the same base sprite for the player.

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gamedev 

Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.

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