xianc78

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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xianc78

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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xianc78

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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xianc78

gamedev

Added a delay after the player sprite disappears and before the level restarts. I kind of cheated by just copying the same transparent frame like 6 times just to give the illusion that there is a delay between the death animation finishing and the level restart, but the animation is still going up until the restart of the level.

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xianc78

gamedev

Tried to make the "death whirl" animation in sync with the sound effect. Now, I realized that I need two delays. One before the player starts spinning (just to allow the mind to process that they got hit) and one for after the player disappears.

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xianc78

gamedev

Finally found a "death whirl" sound effect for when the player gets killed. It took me forever to find one because I didn't know what it was called. Obviously it's not in sync because it's a stock sound effect that I just downloaded, but I plan to sync it in due time.

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xianc78

gamedev

Added red coins after realizing that a lot of the shop items are too expensive. They are worth 10 coins each. I hope it helps.

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xianc78

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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xianc78

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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xianc78

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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xianc78

gamedev

Replaced the sprite for the teleporting wizard boss with a sprite of my own. Just one more to go!

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xianc78

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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xianc78

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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xianc78

gamedev

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

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xianc78

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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xianc78

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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xianc78

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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xianc78

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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xianc78

gamedev

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

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