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gamedev 

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

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.

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.

gamedev 

Game objects (only hearts) can now be placed in the editor. The editor now supports saving, but only the tiles.

gamedev 

Editor now saves objects (still only hearts).

gamedev 

Editor now supports all current object. You may notice a bug in this recording after saving with the fourth enemy being in a lower y coordinate after reloading the file. That's due to the fact that this particular enemy is larger than the game's tile size. I'm working on this issue right now.

gamedev 

Editor can now change the position of the player and exit.

gamedev 

Editor can now change the direction the enemies are facing.

gamedev 

Created the first level in the editor and tested it in game.

gamedev 

Editor can now increase the height of the level by pressing the + key.

gamedev 

Actually creating levels in the editor now. I'm not the best level designer. I kind of create the level as I go and my editors aren't very robust, but make makeshift editors are much better than creating levels from a text-editor.

gamedev 

Added a turret that shoots when in line of sight of the player. I will probably adjust the firing rate though.

gamedev 

Levels can now have a blue background. Now you can have levels either in a cave or in the sky, I guess.

gamedev 

I'm now using triple digit values for each tile in the tile maps because I've added more tiles to the tileset and it gotten to the point that each tile needs a double digit value along with the single digit value that gives the behavior of each tile. Naturally this breaks compatibility with the levels of the older format and I have to convert them manually, and have the reconfigure the level editor as well, but that's the price you pay.

I didn't do it earlier because I didn't expect to use that many tiles. I then decided to include background tiles, so naturally that increases the amount of tiles in the tileset.

You may notice that these tiles are from Mario Bros and CaveStory. I do these as place holders, and I eventually create my own.

gamedev 

Reconfigured the level editor to support the new format. I've also added a way to change the tile behavior and view the behavior of each tile in the editor. Tiles without an overlay are background tiles. Yellow represents solid tiles. Dark blue are platform tiles (ones where you can jump to from the bottom). Tiles with red overlays are spike tiles.

gamedev 

Now here is a level I can make now that the format supports background tiles.

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gamedev 

@beardalaxy It's using some Mario 2 tiles as place holders. I've also borrowed some from Mario Bros. and Cave Story.

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