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todays bird
Jules of Nature
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cherry valley forever
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KIROKAZE
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Not today Justin
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trying on a metaphor

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AnasAbdin

izzy's playlists!
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@artpluscodeequalsgame
Hello again
Been really busy with life stuff, but still messing with godot. Found a shader for color replacement, so now I can have three shades of replacement. Useful for team colors and stuff.
it has ninepaTCHIUNG AHHH My GUIs are gonna look so good
I just downloaded Godot (and found some Super Star Saga sprites). It’s pretty cool. There’s no sprite editor, but it feels a lot more powerful than game maker so far, and has keyframe animation and rigid bodies and stuff.
Recently participated in a game jam. Got started pretty late, but I got all the base functionality I wanted. A nice Anon made art for me, plus brood war assets were the right resolution. https://beeeswith3es.itch.io/mechjam
Trying to get back into things after a while away. Thought this would be fun.
I made a thing
More work. Been slow, having been busy graduating from college. Officially unemployed and seeking, whoo.
Been a while. Working on engine stuff to make it smoother.
Check list
Spring break is coming up, and you know what that means!
Stay inside with a lot of caffiene and do work, alone, so by the end of it all you can feel accomplished and proud of yourself.
Been taking a break from game stuff and mostly relaxing/half-assing school work, and it's about time to jump back on the dev train. Gonna start a new build of the platformer, this time with a better plan. Aaaand here it is:
-Implement the sprite animations using a single atlas that's split up at initialization (as opposed to loading in 40-some sprites every time I want to change anything)
-Tweak the way collisions work so that the player reacts differently when it hits its head as opposed to landing on its feet
-Implement the four enemies: fire-plushie (which may need renaming, since my artist isn't into making it look like a doll), armor-slug, bully-bull and cybee, each with their own AI. Might need to rename all of them, since its sort of silly in general...
-Differentiate ability pickups which last forever vs fade away after a sec (need a pedestal setpiece to put them on)
-Remember to put in falling floors this time, how did I forget
-Simplify the code for pushing out of geometry, just up and to the right. Screw figuring out a good direction. Better yet, kill 'em. Just kill the player. They deserve it for running into corners funny.
-Hash out the control object? This is more difficult, since I haven't put enough thought into the editor. I don't know if it's better proactice to have a few specific controls for each room, with one persistent generic that keeps track of data between them, or just one master. I think the former is more within my realm of comfortable ability.
-Work on editor planning when I'm not too tired to do math. Need to get the tiled view working, and for that I need to decide on a good view, and the proportions for the gui which requires simple algebra which is a lot easier when you've eaten recently.
-Have eaten recently. Also water. Maybe some wine.
-Tweak movement more. Need to make executive decisions on exact jump distance/jump heights, and fix the way short-jumping works. Current implementation is *trigger warning* retarded.
-Fix animations, especially for jump. Circé wants her assets to look nice in the game, I guess I ought to oblige.
-Make cash money so I can hire someone to do all this tedious programming for me so I can just design and nopt worry about the hard part.
Okay, so that's a pretty good start to that list. In addition, there's a playable build posted on AGDG's demo day itch.io, linked below with my game linked below that. A lot of cool games on there, I was happy to be a part of it, go check the games out! If you have an account, be sure to leave comments. Someone commented on mine and it made me feel really good.
http://itch.io/jam/agdg-demo-day
http://beeeswith3es.itch.io/geared-up-a-placeholder-title
Have a good day!
Well, I think that's enough for one night. And morning. All powerups in, conveyers, spikes, fans, flippy dealies and half tiles in. Everything in need of fine tuning.
Got pickups working, had some fun with the old one ejecting out of you. Green gives you slide, yellow a sort of double jump. The other two are a shield and a fireball, yet to be implemented. The pickups probably shouldn't fly so far; it'd suck if the one you wanted flew off the map Edit: Noticed the background wasn't tiling correctly. I fixed it, and tested the airdash some more. It's super dependent on how early you hit it, not sure how I feel about it.
Small update: Going back and cleaning up some of the tangle with the player's handling. The code was getting really nasty. Finally put in variable jump height and changed his acceleration a bit. If there was a way to post exe's, I would, since there's more to feel here than there is to see.
Not related to previous game, but here's a simple paint program I did up for my gwafects class in java.
Here's some gifs of progress on a platformer I'm working on with a friend. All art that isn't placeholder is by her, and any animation that looks nasty is my fault on the implementation side. I'd post a tumblr if she had one, but you'll see more from her here. I've got 4 enemies working with their basic AI, and a few set pieces, like spikes fans and conveyers, too. Gifs of some of those things will have to come later when I find out why they aren't uploading.
todo: Ladders and flippy platforms, enemy deaths, enemies drop powerups, powerups working.
A quick gif of the editor for a platformer I'm working on (gifs of that upcoming, once I get the colors to a place tumblr will accept them >_>)