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gamedev 

I wasn't planning on making anymore levels, but then I realized that Level 1 was basically a vertical slice level, so now I'm making the actual Level 1.

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gamedev 

Replaced the player car's sprite with my own. It kind of looks weird though. I probably should make a smaller one and have this sprite be for an enemy. It turns black when destroyed because it's supposed to be charred.

I also made this using Piskel instead of Pinta because Pinta, for whatever reason, keeps on randomly crashing, even after updating it.

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gamedev 

Trying to replace the Spy Hunter assets with my own but I suck at drawing.

This is supposed to be a car.

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gamedev 

Added a toggle between window and fullscreen, which I can't show in my recordings.

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gamedev 

Made a beach/island/sandbar level. I don't know if I'm going to make more levels. Other than that, I just need to tweak some things, add music, replace the Spy Hunter sprites with my own or stock assets, give this a name, and then I'm done.

I'm hoping that my next game would be something more inspired.

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gamedev 

Added a sound effect when the player car spins out.

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gamedev 

Working on a credits sequence. It isn't that much because I'm the sole developer and I didn't use that many third-party assets (yet). I decided to add the tools I used to pad it out.

The credits are loaded from a text file with it's own simple markup format.

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gamedev 

Player car now spins out if it gets hit by spikes or shot by a limo.

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gamedev 

Working on a farm level now. I even have tiles for both corn and some sort of crop. I tried making an apple tree tile, but it ended up looking weird.

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gamedev 

Enemies now appear from behind. I still need to tweak the behavior. I'm trying to program them to catch up to the player when they appear from behind but they still behave oddly.

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gamedev 

Now, I'm experimenting with having randomly spawning enemies as opposed to predefined enemy placement in levels. It should help with the problems I had previously and also allow me to include enemies that appear from behind (which I haven't implemented yet).

I should also tweak the behavior of some enemies. Have them catch up to the player, if they attack from the side.

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gamedev 

I'm realizing that this game is piss easy because Spy Hunter-style enemies can only attack from the side. While I do have a mine car. It isn't enough. Unlike the original Spy Hunter, enemies cannot appear from behind because this game has predefined enemy placement. And if you know where the enemies can attack, you can always attack from behind, and never have to deal with the threat of enemies attacking you.

I plan on adding one more enemy that appears from behind and will shoot you on sight. Hopefully, it will add a little bit more challenge. However, I need to be careful about adding too many enemies on screen because of the lag problem that I can only mitigate so much.

The other option is just to scrap predefined enemy placement altogether, and have cars appear from either the top or bottom after a certain interval with a limit on how many cars can appear on-screen at once. This would obviously be a hard choice because I put so much work in designing the levels and even creating my own level editor, but unexpected turns are just simply a reality in game development.

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gamedev 

Desert level is done. Created a forest level using the level editor.

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gamedev 

Now creating the second level using my level editor. This one is a desert level.

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gamedev 

Checkpoints can now be placed and deleted in the level editor. Note that these checkpoints aren't actually visible in game, only in the level editor.

The red part represents where the player will respond. The yellow part represents where the player needs to cross in order to reach it.

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gamedev 

Finally, checkpoints are now visible in the level editor.

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