gamedev 

So, writing a Metal Storm clone is just way to complex for me right now, so I'm working on a vertically scrolling platformer instead (something like Kid Icarus). This is what I got so far. You can disappear from one side and reappear from another.

gamedev 

Added platforms. To stand on. There are also platforms offscreen to prevent the character from falling in the "transition zone" between wrapping to the other side of the screen. Something to keep in mind when implementing an actual level format and level editor.

gamedev 

Implemented a level format and a scrolling camera.

gamedev 

Added platforms that you can jump onto from the bottom, but proper collision detection still needs to be worked on.

gamedev 

Added the first enemy. It just walks back in forth right now. It doesn't even take or do any damage, at the moment.

gamedev 

Added a second enemy. It just moves up and down.

gamedev 

Added HP (which you can't see) and sprite flicker when you get hit. I normally put stats like HP in the title bar before adding a HUD, but that didn't show up in my recording.

gamedev 

Enemy now changes directions when at the edge of ledges.

gamedev 

And somehow they didn't show up in my recordings, despite me unmuting the desktop audio.

gamedev 

Alright, he is a recording with actual sound this time.

gamedev 

Player character can now look up and shoot up.

gamedev 

Created a new type of enemy. It moves in a sine curve. Though the movement needs some tweaking if it is going to spawn in groups like this.

gamedev 

Added hearts, though you still can't see the HP.

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gamedev 

Added a basic HUD. It's just text right now, but I plan on replacing the HP text with an actual health bar.

Right now, I"m suffering from writer's block on enemy design because I can't come up with new enemy ideas. Maybe I should replay Kid Icarus for inspiration, but I don't want this to be a straight up clone of the game. I always try to come up with at least something different.

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gamedev 

Added a Game Over and Title screen. Both are currently blank and are red and black respectively.

gamedev 

Added a new enemy. It attacks when in line of sight of the player. It still needs tweaking. The placeholder spritesheet has unequal sizes for the sprites.

gamedev 

Got the enemy to attack when the player is at most, 4 tiles away from the player and is facing the player. Though admittedly, it should be lower. I was just testing the conditions and I will lower the range to make it more reasonable.

I also got the hitbox to change size during the attack, but that's not demonstrated in this recording.

gamedev 

Tweaked the range to be more reasonable. Ideally it should be within stabbing distance.

gamedev 

The enemy now deflects bullets when facing the player and not attacking.

gamedev 

Added a lives counter to the HUD (was there before but it was just text and I removed it when adding the health bar). Right now, the icon is a coin because I'm borrowing HUD assets from a previous game project which didn't have an icon to represent lives.

gamedev 

Enemies now randomly drop hearts on defeat.

gamedev 

Added an "open door" animation when you reach the exit. Now, you have to press the down key to proceed.

gamedev 

Replaced the solid color tiles with an actual tileset. It's still a placeholder though as it is from another game (Mario Bros.).

gamedev 

Added a menu, imported from my last game. Not sure if I will have high scores for my game though.

gamedev 

Just got started with the level editor, but it's not functional yet and my meds are wearing out, so I have to work on it later.

gamedev 

Level editor is now running, but it's nothing, but an all brick background. Bare with me!

gamedev 

You can now place brick tiles in the level editor, but that's basically it for now.

gamedev 

It's been a while, but I finally decided to take the gamble and use my dying laptop to add the ability to change which tile to place in the editor.

gamedev 

Added a UI bar at the bottom which displays the current tile. I also added a yellow outlined rectangle which represents the area that is actually seen in game. Since the player can walk to one side and appear at the other, I have to include tiles that appear offscreen, so naturally the editor window is larger than the actual game window. This outline shows what will actually be visible.

gamedev 

Level editor can now load levels, though it can only load the tiles and you still can't save.

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