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gamedev 

End text is now word-wrapped and appears letter-by-letter.

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gamedev 

Working on the end text for the game. It's obviously in a rough state right now. I need to implement proper word-wrapping (the current text is wrapped manually), and have it better timed before the credits.

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gamedev 

Trap door now has it's own sprite and sound effect for when it closes. The McGuffin sprite is now a mirror. (shout out to @Mr_NutterButter for the idea)

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gamedev 

Added a trap door to prevent the player from escaping the boss fight. It's currently using the regular door sprite as a placeholder. The final sprite won't have a keyhole.

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gamedev 

Created a second boss. This one is like the Dark Nut-like enemy, but you have to bomb it once, then it turns yellow, then you can strike it.

The screen goes black in the video because the game crashed due to a segment fault.

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gamedev 

The blue Dark Nut-like enemy can now only be attacked via bombs, finally giving the bombs a practical use.

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gamedev 

Finally added something that I should've added at the start: a debug menu. I don't know why I keep on putting off doing this. Debug menus are so useful, but up until now, I was debugging levels by modifying save files instead.

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In the wake of the Godot situation, I am here to recommend alternatives. Not all of these are engines. Some of them are frameworks, but all of these are FOSS and general purpose.

2D:
* SDL - libsdl.org/
* SFML - sfml-dev.org/
* Allegro - liballeg.org/
* Gosu - libgosu.org/
* Love2D - love2d.org/
* Pygame- pygame.org/
* FreeBASIC - freebasic.net/
* raylib - raylib.com/

3D:
* Irrlicht Engine - irrlicht.sourceforge.io/
* OGRE - ogre3d.org/
* ioquake3 - ioquake3.org/
* Panda3D - panda3d.org/

Both:
* MonoGame - monogame.net
* GDevelop - gdevelop.io/
* jMonkeyEngine - jmonkeyengine.org/
* Lightweight Java Game Library - lwjgl.org/

gamedev 

Key now only appears after killing all of the enemies in the room.

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gamedev 

Decided to bite the bullet and add bombs because I feel like I need at least one more boss fight in the game. If I can't make bombable walls, then I can just have enemies that can only be killed by bombs instead. The game is too boring with just a sword.

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gamedev 

Boss now drops the key which leads to the room with the MacGuffin item. I think it's slightly more climatic that way instead of it just ending abruptly.

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gamedev 

Replaced the BS Zelda "hit" sound effect with a stock asset. It kind of reminds me of Terraria.

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gamedev 

Changed the sword sound to a "swing" sound and replaced the door sound with a free asset.

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gamedev 

Worked on the credits screen. I switched to a completely different format for the file. I also included my "company" logo at the end.

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gamedev 

Finally starting to replace the copyrighted placeholder sound effects with either effects of my own or stock sound effects. Though, I couldn't find a good enough sound effect that goes well with the sword attack. The player merely thrusts it (like in Zelda 1), and all the sound effects I could find are more fit for a swinging of a sword.

I tried to take a knife-sharpening sound effect and edit it in Audacity to try to make it sound more "SNES-like" (lower the sample rate) and changing it to a 16-bit PCM, but I don't think it turned out to well. I also need to take into account that there is both a wooden sword and a metal sword.

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