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 

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 

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 

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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gamedev 

Red shield sprites now have proper death animation.

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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 

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 

Doors now have unique colors depending on the level.

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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 

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 

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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