Set up project and wrote the code for the parsing of tiles from the “tiled” tile editor. Next thing I will do is to make the code for enemies to walk on the path!
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Set up project and wrote the code for the parsing of tiles from the “tiled” tile editor. Next thing I will do is to make the code for enemies to walk on the path!
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This devlog I fixed the catapult so that the enemies actually fall down and land safe and sound on the floor, instead of just floating mid air. I also added rockets that the boss shoots towards the player that the player must dodge in order to survive. Accompanied by the rockets are a new death animation that features the player exploding to pieces.
I also made this cannon which is how the player should damage the boss cannon that shoots the boss that the player can activate by pressing a button underneath it, while simultaneously dodging enemies and rockets. Although i don’t think it is very fun having to always circulate around the cannon in order to but that button so i think i will make it so that a floor button appears somewhere in the arena and the player must stomp on it in order to activate the cannon.
In addition to that I added a trigger system for changing the map depending on where the player has been and not.
Lastly I drew a few tiles and tweaked some values for screen size and player movement.
Going forward I will finish what’s left of the boss, and I want to change the way the camera and movement works cause it just doesn’t feel very good having the screen flop around when you jump. I also still haven’t made a jump animation so will probably do that!
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i mean that cannon looks sick!! i defintely agree on the camera part, it is very stiff right now, good idea. gl !!
Worked on a boss battle for my game, he is this giant big red fella that shoots swirls around in the background and shoots rockets. He also pulls his minions from his naughty bag and catapults them into the arena. I still haven’t made it so he can be killed. But I’m thinking after the player has survived a certain amount of time he travels down towards the bottom of the arena. Much of the time spent here were me struggling to redo the enemies system, i made them all to be trait objects in the beginning, which now I think was a mistake since they all have share some common parameters such as position and size. It also took me too long to figure out the animation of the enemy getting pulled out of the bag. I’m still feeling very new to this game making + programming stuff.
Next thing I’ll do is to finish the boss!
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this looks absolutely SICK for a boss!! his bag is amazng and i love that my favorite character got turned into a boss! no notes
ty!
cool, but you can consider adapting the game to 16:9 aspect ratio otherwise brilliant
ty! yeah i totally agree about the aspect ratio, i’ve sinced changed it
Added dying with different death animations for different death causes and a red die effect. Also changed the way animations are loaded and stored as to make it easier to access and less repetitive work. Next thing I want to do is to create a boss that I’m thinking could be a guy in a spaceship that you fight in a hangar and he could throw down his minions on you and shoot rockets or something along those lines.
Added these blue eel/fish like creatures that lurk around in the depths of the acid and lunges at anyone who they can come across. I also changed the code that stores tiledata to store a tile id rather than some coordinates to a spritesheet, that way its way easier to identify certain tiles like i needed to do for both the jetpacker pathing and this fish creature figuring out where it can and can’t go. I also drew a few tiles.
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For this devlog I added platforms with one way collision so you can jump through them and land on them, pretty standard stuff. I also added objects that the player can pickup, right now there is only the lemon object with ends the level and takes you to the next with a little animation I made where you eat a lemon and drink some rum and then black out, and later you wake up at the next level. I also added some blood effects to when you jump on enemies.
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I added a background for the map which the player can view through windows in the spaceship and I also might add outdoors levels later, and there you will be able to get a better view of the background. It consists of some space objects I drew and stars that move in the background. It took a bit longer than I expected to get the timings as good as possible and to make it look natural with some stars being farther away than others, I’m not quite sure I succeed. I also fixed some more bugs in the level parser.
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Nice!!
ty!
looks dope!
ty<3
Added projectile knockback so you get launched away when you get hit, i thought that’d make for more fun gameplay!
Additionally I added 2 different enemies.
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For this devlog I did a few things. Firstly, I made an hp bar that consists of some lemons i drew and it uses a simple fragment shader to determine which parts should be blacked out and not. Secondly I made Iframes using another fragment shader that just makes the player blink white like in games such as mario. I also added collision to the side of enemies so you get bounced away and take damage should you walk into them. Lastly I redesigned the machine gunner since the first one looked ugly af hope this one looks better. However I’m thinking of making him into some other enemy since a bunch of small low dmg projectiles aren’t really compatible with the iframes concept, that or just making an excpetion for his bullets.
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That’s niiiiiiiice i’d love to try
ty! Hopefully one day you will be able to!
ooo love the new machinegunners animations! it turning off and smoking i think is a great visual indicator ! i also really like the lemonbar !!!
Yeah i thought the lemons turned out pretty good as well, glad you liked them!
Refactored the particle system. Added support for animated tiles. Added support for tiles that generates particles. Tweaked the movement a little. Added this acid tile utilizing those things. Going forward I will draw some more tiles and maybe make some more enemies, I was thinking maybe a ninja would be kinda cool? Are there ninjas in space?
Added jumping on enemies to kill them(groundbreaking ik) . Drew a couple of basic tiles. Also I added a little red guy that screams on TV cause I thought it would make for a cool background aesthetic, I’m pretty happy with it. Still haven’t gotten around to creating some actual levels, as I still need to draw a bunch more in order to create something not awful.
I Added some particle effect for when projectiles collide. Spent like 90 minutes trying to fix rust lifetimes (Solution: git stash and just do everything again, it took like 3 min that time around lol) I’ve only worked on some very small scale projects before and I’m still not entirely comfortable with the language . I also added some shooting mechanics and I wrote a basic fragment shader for the bullet trail! I’m thinking bullets shouldn’t kill the enemies but rather impact them in some other way like the Jetpacker falling to the ground.
That was the last thing that i did, making the Jetpacker bullet interaction.
Next up I’m going to add bullet interactions for the spike ball enemy and the machine gunner.
I realise this probably shouldn’t have taken 6.5 hours, but what can i say, still learning :P.
Added a machine gun enemy who shoots lasers at anyone unlucky enough to be in his way. Added variable flight heights for the jetpackers via indication(red lines ) in the tiled editor. Also projectiles actually collide with the player and decreases their (invisible thus far) health.
I added 2 different enemies.
Firstly a jetpacker that flies with his… well his jetpack. He also shoots scary energy balls that deals damage to the player. Secondly a spikeball that follows the player and deals damage on contact. Right now all jetpackers are hard coded to fly up to a certain distance, but i will add so that you can change in the tilemap to where they shall fly. I might also add pathfinding to the spikeballs. Next thing to do apart from already mentioned is to add additional enemies and draw a few (hopefully nicer looking) tiles.
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Added collision and movement (TOOK FOREVER). I also added some code for handling animations. In addition I drew this pirate I think he looks decent and some tiles that are kinda meh i might redraw them later. Next thing to do is probably adding enemies and some gameplay. I have some rough ideas like maybe a jetpacker or machinegunner. I still haven’t figured out how each level should end so I should probably do that, but first enemies I’m thinking.
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Implemented a “start” tile which is just an indicator as to where the player is spawned into the level, but should not be drawn like the others. That went fairly quickly the rest the time is me struggling with implementing movement and collision. I’m very much a beginner when it comes to game design and this was harder than i anticipated :P.
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These first 2 hours were just setting up the basics in the project, like loading a tilemap from the tiled map editor into the game from different layers and rendering them correctly. Next thing to do is creating basic collision and physics.
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