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 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 

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 

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 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 

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 

Rewrote (or had AI rewrite) the ending text to better fit the situation and the background.

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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 

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 

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 

Boss now only appears after the player is out of the doorway and the trap-door closes. This prevents the player from leaving before the shutting of the trap-door.

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gamedev 

Main menu now has a background. It honestly looks like the most professional thing I have ever made.

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gamedev 

Octorok-like enemies now shoot after walking a certain distance instead of being timer-based. SFML's built-in timers run with no way to pause which is why you often see them shooting when the player enters a room. This is honestly a better approach to this.

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gamedev 

Added a blue sword, which is even stronger than the white sword. There is no shop item for it yet, and as you can see in the video, there is no HUD icon for the blue sword either.

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gamedev 

Created a new room layout. Zelda 1 had water-maze rooms, and I realized that mine didn't so I created one. Though I am kind of limited because the key will always be placed in a random room and the room coordinates for the key (in tiles) is always (10, 5), so I have to accommodate that when designing rooms like this.

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