This is a thread for a game I'm trying to make, and if I do it'll be the first I ever actually finish.
The title and plot (and pretty much everything) are subject to change, but the basic story is about a Lich who summons an army of ghosts. While the majority are under the spell of the Lich, you managed to retain your cognisance and so it's your task to take him down and set your and everyone else's souls free.
The gameplay is inspired by a mix of The Legend of Zelda and Megaman, where each "dungeon" is a small-scale Metroidvania type level with a key item.
I can't wait to see how your game turns out! Good luck Ambi~!
Re: Megabear
Posted: Wed Jun 27, 2018 9:21 am
by Aaron
Good job on your game, man! It looks nice so far! Keep it up!
Re: Megabear
Posted: Wed Jun 27, 2018 9:59 pm
by PluMGMK
Those spinny arrows look really cool! Are you going to bring in a larger sprite for the bomb explosion?
Re: Megabear
Posted: Thu Jun 28, 2018 2:45 am
by Ambidextroid
Thanks lads
I've made a little more progress with the other side of the size changing mechanic:
PluMGMK wrote:Those spinny arrows look really cool! Are you going to bring in a larger sprite for the bomb explosion?
Yeah, I'm pretty much just getting the core mechanics out of the way first and I'll sort out the details once I'm done. The red circle that appears is just the explosion radius (which still needs tweaking), but in the final thing I'll have nifty sprites overlaid over everything.
Re: Megabear
Posted: Sun Jul 08, 2018 9:07 pm
by Ambidextroid
I haven't made a whole lot of progress since last post but I've decided it's about time to start making the actual map, so I'll stick to 6 items instead of trying to think of all 12. I've fixed a few bugs and changed the pause menu a little to include an infobox which describes the currently selected item:
I might give this a try later when I'm not doing anything but it looks well.
I feel like I would rather make a retro looking game when I start messing about and I may even use 8 bit sound because I just love the retro feeling
Re: Megabear
Posted: Sun Jul 08, 2018 9:30 pm
by The Jonster
Oops I got ninja posted for being too slow!
Well done Ambi! I just tried it, good stuff!
I find it a bit amusing that "The End "was really an endless drop to doom since there wasn't really anything else past opening the gate.
Re: Megabear
Posted: Sun Jul 08, 2018 9:31 pm
by Ambidextroid
Thanks!
What did you think of the controls? I've been thinking they're a bit finicky and might need tweaking but my brother said they were alright
Re: Megabear
Posted: Sun Jul 08, 2018 9:35 pm
by The Jonster
The controls were good, but that's up to you if it needs tweaking. The only thing that probably threw me off was when I was trying to open all the treasure chests and I died like twice trying to open the first one only to realize I just had to click Space.
Re: Megabear
Posted: Thu Oct 11, 2018 11:13 pm
by Ambidextroid
I've finally decided to start working on this again. Not much progress but it's something at least.
Re: Megabear
Posted: Fri Oct 12, 2018 12:09 am
by Steo
Nice work! You seem to have the engine working pretty well
Re: Megabear
Posted: Wed Oct 17, 2018 7:36 pm
by Ambidextroid
Thanks
Here's another update:
Also I decided to stop including my awful intro
Re: Megabear
Posted: Wed Oct 17, 2018 7:41 pm
by Aaron
Don't say that! I liked your intro.
Btw I like how your game looks so far
Re: Megabear
Posted: Thu Oct 18, 2018 6:47 pm
by Ambidextroid
An intro isn't really necessary when the videos are only 40 seconds long anyway
Another update:
Re: Megabear
Posted: Thu Oct 18, 2018 6:48 pm
by Aaron
Oh, well that makes sense then.
Btw I like that idea, it's like the ones in Super Meat Boy!
Re: Ambidextroid's WIP game
Posted: Tue Oct 23, 2018 11:35 am
by Ambidextroid
I've decided to ditch the Megabear idea, simply because I couldn't make a small enough sprite that still looks like a bear
So now he's a ghost. Basically the same story as before, except the Lich kills you and you're out for revenge, or something like that.
I've added some nicer graphics and a few important features like randomly dropped health and checkpoints.
Re: Ambidextroid's WIP game
Posted: Wed Oct 24, 2018 2:20 pm
by Steo
Nice work you've done getting all of those things working, especially on those rope physics
I had no idea how to get that to work efficiently the last time I was messing around on Game Maker
Re: Ambidextroid's WIP game
Posted: Thu Oct 25, 2018 3:00 am
by Ambidextroid
I'm not sure if Game Maker allows this but in the engine I'm using you can rotate objects. I used a sin function of time multiplied by my maximum angle to rotate the rope sprite and then constantly set the player's position to the end of the rope.
Another little update, I've added a map screen reminiscent of Ocarina of Time's pause menu and a minimap that expands as you explore.