*sigh*
Well, it happened again. I ran into unforeseen stuff that won't let me finish the entry on time. I planned to add a download when I finished this (Before the deadline of course) but now I decided I won't. I'm not submitting this as an entry for the jam.
Looks good! Although a bit plain. Maybe you could draw a thin outline around some of the yellow lines, or make the top part of the shirt a bit darker? If you want more feedback you could make a separate thread for it
Glad I could with that one
Kinda
Forget that one
I abandoned that channel, but I'm now uploading 8bit covers and some other shitposts in CriminalBunny
Another abandoned thing. But I got better at working in GameMaker: Studio!
Done! I got some VSTs and now I'm somewhat able to do some pseudo...
Grazr has made a guide on balancing and making layouts back in 2009. You can check it here! It focuses more on the Attack Defense gamemodes in terms of layout but the balancing part works for almost (if not all) gamemodes. It also talks about height variety, and he later made a thread focusing...
I totally get it, it was just some kind of draft to get a general idea. I'll get some custom brushes and try to make it more ink-y or something and then I'll come back
I thought of it too, but I had trouble coming up with something else. I also felt that writing the reward in any currency felt more western like than medieval. I may make a non-medieval version for regular maps, and now that I think of it it could look similar to this one
I originally tried...
Remember the Cathedral I've uploaded last year?
I finally decided to get back to mapping and make it a full medieval map!
This is what I have for A. Still haven't placed any control points, but I'm thinking of placing A on the top left and maybe open it up a little bit. I should have a...
Displacements don't cut visibility, so things behind them will render them anyway. By having a nodraw brush inside it you can block visibility and seal the area. <-- This is important when you're going to place areaportals; you can separate the level into different "areas" and prevent a whole...
funny thing, I did a lot of sprite editing when I was around 11 and 13 and that helped me get some sort of base, that's why the eyes look MegaMan-ish. Well, both my sprites and chiptune songs are heavily inspired by Megaman, the classic series is just awesome megaman 6 is the best megaman game
I'm using Game Maker: Studio, nothing too fancy. I've relied mostly on tutorials for making the player movement, plus some little tricks I've found on the way, like squash and stretch effect when you jump or land. It doesn't have any enemies, as I focused more on the movement and the background...
I'm working on a little short game. This is more of a dynamic music test, where the music changes depending where you are. You could compare it with the water levels from Super Mario 64. I'll share it here when I finish it, which will probably be soon because it's almost finished!
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