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Shipped this project!

This is the third ship of Unbounded Demo, I need to sumbit it due to Lock IN. Before you speed through the ratings, I want you to really think about the orginality and the storytelling. Everything else, is up to your digression, thank you very much.

Hira

Devlog #12: WEAVING THE OPPS!!


What has been done:

Right now, I am currently working on rehauling the code for the Ghost of Khan, I realized its buggy because it is not organized. This will be part one of changing the behavior of the Ghost of Khan, making it more difficult, and making it more understandable when and where to hit. I made it so when the G.O.K (Ghost of Khan) gets hit too much, it starts to weave a bunch of times before running so the player gets off balance. This is to ensure there is no stun locking like some of my friends and voters told. The weaving is kinda robotic so I will have to tweak the settings but it seems to be working fundementally.


What’s Next?:

Next, I will add more attacks and make it so that there is a progression in the boss fight. so that it goes from easy to hard.


Github Commits:

  • more audio (ba5eb9a)
    (This is the commit from last few devlogs ago)
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Hira

Devlog #11: MORE SOUND!!!


What has been done:

In this update, I have added the other sound effect and also created the sound effect for getting hit and succesful attacking another enemy. I also added sound effects to the corkscrew and dash although they are kinda bad as of now, I will probably remake the sound effects later but they will have to do for now. I noticed that in the boss fight, the dash sound effect plays after which is pretty werid, i think it has something to do with the physics process but that will be for next time!

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Hira

Devlog #10: THE SOUND OF PUNCHING!!


What has been done:

In this devlog, I added sound effects for the punching animation (default punch) and coded in a basic sound file management system that will use the sfx_library variable to store all variations of audio files. I also made a function called soundEffects() that when called, plays the request audio file through an argument (variable) called action, which is a string with the action/attack you want to do. All of this is to achieve an effect for the player in which they can understand when the hit registers while making it more compelling to play as the sounds make the game more fun!


What’s next?:

After this devlog, I will finish making the rest of the sound effects and start to apply them to this system which I have created. The dodge sfx, hit sfx, kick sfx, etc.

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Hira

Devlog #9: YOU CAN WALK!!


What has been fixed:

Regarding last devlog, **The walking animation is now working**! The reason why it wasn’t working was because in the code, it was factored so that the move_and_slide() function would only react to the move velocity.x towards zero. Which was why the character was moving but the system said it wasn’t. So I refactored it and implemented some variables and now he walks when you walk! ultrafastparrot ultrafastparrot


What’s Next?:

Regarding suggestions from past ships, I will now start working on implementing more attacks from the Ghost of Khan and work on sound effects and mechanics as that’s what everybody mutually agreed on during the votes.

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Hira

Devlog # 8


What I have Done So far:

In this devlog, I have ** implemented the walking animation** into the game so now it doesnt look like Rai is just floating everywhere with no proplusion whats so ever. It works which is good, but it only works after the dash isob . Looking at this, I will have to overhaul the input system and edo everything. That will be the next devlog.

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Devlog # 7 OH YEAHHHHH


What I have Done So far:

This devlog, I realized that people praise you when you have a really good looking devlog so I will puruse to make more better looking devlogs. Disregarding that, in this devlog, I added **World Boundaries** so the player can’t just walk off the map, and also added **Sound Effects** to the Ghost Of Khan’s horse so it sounds like an actual hourse actually running!!

Github Commits Thus Far

  • added a git lfs so i can push (a11fbd3)
  • added background and start screen and audio (ad3f576)
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Hira

Shipped this project!

Hours: 9.24
Cookies: 🍪 128
Multiplier: 11.56 cookies/hr

In this ship, I have most done a major artwork haul and implemented more better visual and asthethic design choices. The most major problem everyone account of was the fact that they ‘couldn’t read the text in the animation’. those were animators notes which aren’t part of the story lol. Also, I’ve added sound effects per everyones request. Finally, i’ve made the start screen more understandable and added a subtitle to the boss fight as to why he is even mad at you and wants to kill you in the first place XD

Hira

I AM WORKING ON THE START SCREEN MENU AND GAMEPLAY MENU BUT ITS NOT IN THIS DEVLOG OR THIS SHIPMENT
In this devlog, I have worked on the start screen to have more information as to why you fighting a person named Ghost of Khan. I have uploaded the more simplified start screen on the page. The background for the fight was uhauled and I added boss fight music which is slowed down Mongolian throat signing music. I made it so that you can combo and do a corkscrew in the air which is done by doing left right left right with the a and d key in the air. In the next devlog, I will plan on finalizing the start screen and making it look more neater and more true to ancient style of art and also make the mechanics of the game more better.

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Hira

WOAH, ANOTHER DEVLOG!!
This devlog, I’ve pretty much done some asthethic things that people seemed to dislike or not understand. I’ve updated the animation so it makes a little bit more sense as to why the MC (Rai) is fighting some random Ghost of Khan. And also gives into insight of his past before his recokning and new beggings; his prolouge before the main story. I’ve also deleted the animators written notes as I realized that I competely forgot to take them out so people thought they were supposed to read it for the storyline. WHICH YOU DONT LMAO. Looking at the animation so far, I think I will have to make it more slower as it seems to be rushed. And also animate more stuff in.

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Hira

Shipped this project!

Hours: 0.38
Cookies: 🍪 1
Multiplier: 1.62 cookies/hr

This is the first chrome extension that I personally have ever built, if im going to be honest, this didn’t take much time to make. But, but, I did put effort into the explanations and the fact that it redirects you to only the best website ever must deserve at least a 6/9 on the storytelling. Please don’t downvote me pls pls.

Hira

Devlog #1:

THIS IS MY MISOGI, the research required to fufil making a chrome extension was vast!!! The plunderous sea of the internet without AI mode (NOOOOOOOOOOOOOO…) Anyways after sulking, I figured out that to create such a complex project, I would need to ulitize a manifest.json (thanks to the immense which is the stupendous and brilliant video of how to create an google chrome extension for novice thank you iEatWebsites) to tell the browser that the extension existed and has aura. After I notified the browser, I had to make the domain expansion for the extension itself so it could peform such a complex task as to redirect to my auraful Everest Studios Website. Please say my storytelling was advanced please i beg.

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Hira

Rai can finally RUN!!! And Ghost Of Khan’s animation is now in progress!
This devlog, I finished the animation for the walk and run animation (although might make run more powerful in terms of arm swings and leg swings) and also started on creating more attack animations for the Ghost Of Khan boss fight as right now, he can only shoot katana projectilles from the sky to deal damage which doesn’t require technique to dodge, rather movement by going left and right. The timelapse of the animation and finished results is attached to the bottom

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Hira

Devlog #3:
After shipping version #1, I’ve gained lots of good feedback from the people that have voted and for that I am very thankful. Right now, I am working on perfecting the animation and making the run animation so the movement feels more snappier. It is currently in rough animation right now. I will continute to work on making animations for each action and then after, start making movement snappier.

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Hira

Shipped this project!

Hours: 63.88
Cookies: 🍪 675
Multiplier: 10.57 cookies/hr

I made a game that is like Shadow Fight 2 and Cuphead in its mechanics and artwork. I am really proud of the artwork as that was really difficult to figure out how to animate such things. The hardest part about making the game was defenitely the animation and attacks for the boss fight as the mecahnics and the AI loop was very confusing at times and complex. That being said, thus I am also proud of making the animation and attacks for the same reason as I figured it out on my own relatively with little help.

Hira

Devlog #2:
This marks my second devlog!! So far what I have done is created a skip timer so it doesnt skip the start scene right away. APPRICATE DA ANIMATION!!! Also, the boss fight now can attack you through arrows which can kill you within 3 hits if not careful. Also, the player can lose and win now. The game is almost done for playtesting and I hope that the people testing will enjoy!

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Artwork: https://lapse.hackclub.com/user/@hkshrestha621 the lapses on my account shows everything I have done up untill this point. I used Procreate, and Rough Animator to code all of my work. All artwork will be drawn by hand. The insparation came from Cuphead and Hollow Knight but I am trying to the style of artwork so that it depicts ancient artwork styles, although right now it doesnt reflect that as much. The level backgrounds themselves are images from the internet that can be used for free. However I plan to acutally make backgrounds for the game soon.

Scenes and Boss Fights: I have coded the basic functions of the boss fight, the starting level, and the tutorial level. So far, the boss fight is almost fleshed out with the only thing I need to add being the attacks drawn out in lapse. The starting level has the enemy added already but the core functions are still being coded as of now. The start screen has been coded in but I still need to finalize the animations and the skip scene buttons.

Game Mechanisms: The dash feature has been added, and the basic movement has been coded in. Im currently coding in a combo mechanism that will be added into the next devlog. I have to animate the actual movement animations now but for now its a temporary sprite depecting each action.

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