00:00
00:00
catproX
I remember when the only things on newgrounds were the teletubies smoking pot and FDA songs.

Age 46, Male

Dreaming

A long time ago...

East Coast

Joined on 5/3/01

Level:
6
Exp Points:
310 / 400
Exp Rank:
> 100,000
Vote Power:
4.61 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
17
Saves:
8
B/P Bonus:
0%
Whistle:
Normal
Medals:
15
Supporter:
4y 6m 9d

Altering these settings may filter what you see.

Latest News

More

This week I've drafted the base animation for a my next game dev project; name TBD. The game's designed is inspired by games like Madness Hydraulic and HeartShip with a touch of Dragon's Lair. You'll play as Taigo, an elf hero, who fights waves of enemies in a magical tower in search of riches. After each wave, the floor lifts up, raising you to the next part of the tower without any scene transitions.


The animation below is at 512x512 and rendered in Procreate. The current in-game character size is 128x128, which loses some detail so I may not go as low.


iu_119919_156788.gif


I'm thinking the display window will be 960x540, which seems to sit well within the available page space. This was the dimensions of Party Land (HaxelFlixel game jam, prototype) and I liked it. At this dimension, if the character is shrunk to 128 pixels tall, the available space provides an area for the character to maneuver and fight waves of monster on one screen. Below is the current prototype in the current dimensions.


iu_119918_156788.png


As you can see above, there's plenty of vertical and horizontal space to add items in the scene for the character to jump/interact with. The art is rendered initially at a higher resolution then downsized. If I don't like the single screen display (perhaps due to lose of details), I can make the tower level several screen widths and have the camera follow the player around.


I'm also moving away from tiled based maps to hand drawn levels. I still use the 2D platformer physics (no Z axis), but hand drawn map provides a more visually organic space (IMHO) than tiles. This seems fairly common these days and is easy to do in Godot.


Next week, the focus is player controls, starting with a controller first, then mouse/keyboard, and working out the physics to provide a smoother more enjoyable movement experience. This will of course feedback into my need to modify/update animations as needed. My stretch goals will be to add the first few levels of the tower with the raising floor.


For those that made it this far, thanks for taking time. I would love to get ideas or feedback as I go.


Cheers!


1

Recent Game Medals

150 Points

100_kills 5 Points

Reach 100 kills.

20_coins 5 Points

Collect 20 coins.

Nobody Home 5 Points

Scare all the people out of the house

Mass Hysteria 25 Points

Freak out 5 people at once

Spirit Level 10 Points

Reach maximum atmosphere

5 Points

Get to level 1

Master Hacker 5 Points

decrypt a lock

Together 50 Points

Cooperation Achieved!

Reboot 10 Points

Reboot Complete!

Hungry Hungry Gewb 10 Points

Eat 15 party bears in one level.

Latest Favorite Art

More