Loading...
38
Game
Koppy Kopsocks
7 hours ago

1st level almost done!

Coded a new enemy system: they appear in 10 different places, but in reality there's only 4 of them! (It's not clones, that might be impossible on Gameboy unfortunally)

Read more


How does the enemy system work?

The scene uses only 4 enemies (displayed on the screen, the other one is offscreen), the big yellow square areas are "triggers", which it means that once the player gets inside them (or gets off them), it can run a script.

The big triggers run certain scripts that make those enemies change positions once the player enters that area, making it look like that there's more enemies on the map (it's not very subtle, but I'll make adjustements on this).

They also control the enemies' movement now! Although now it sometimes causes frame drops, I'm still finding ways to optimize better. (I'm yet to implement the enemy jump mechanic again, it might take a while since I might do everything from scratch)

image.png

Meanwhile the thin area is the checkpoint! Once the player reaches that line, it gets its position saved. (I also added a feature that prevents you from falling all the way to the bottom, so falling won't be as frustrating)

Other stuff

I also made more changes:

  • More adjustements to the coyote jump, now it fails less often!

  • The player now slightly flickers shades when the jump charge is full (it's so subtle that I forgot to point this out a week ago);

  • New tilesets: Clouds!!! The 1st levels always had clouds (except for the last horizontal version), but here I remade the clouds.

    This is how they used to look like:

    image.png

    I changed them because they kinda did some visual noise with the already pattern-like platforms. (Also the same reason why I got rid of the small stars in the platform background walls.)

  • Not included in the footage, but I started coding jump buffering! But it adds up to the lag so I'll have to optimize it first.

  • And more optimization in general. But the new enemy system made it lag again! (Not as much as before I think)

New music?

The music is the exact same, except that it finally got fixed! (It wasn't playing the way it should've the whole time because of conversion issues... this whole time!)

The composer is ENAHU64!


#WIPwednesday #INDIEwednesday #devlog #gamedev #GBstudio #gameboy #gb #Koppy #Kopsocks #KoppyKopsocks



2 comments

Loading...

Next up

Wanted to try adding a small feature, it ended up turning into a death battle against bugs that kept getting more bugged after every fix (it was like cutting hydra heads)

The game also crashed a few times... but it's stable now!

The MANY changes I did

VERTICAL LEVEL!

Here you have to go up instead to the sides to complete the level (the jump mechanics work much better in this level format!)

This might or might not replace the existing horizontal (normal) levels.

Remaking the first level! (Tile set not final)

Some of the feedback I got previously pointed out that the current level design felt too boring/empty, so now I'll remake the existing levels and change some aspects of the overall level design of the game.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

Experimenting with something!

Instead of just jumping above enemies and killing them instantly, you simply get above them and you get to pick how you want to use them (jump or jump higher basically)

I will take a while working in this idea though...

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

Development flow is at max speed! I'm confident that I'm finally getting closer at properly finishing working on the Demo!

- Remaking the 1st level (W.I.P)

- Repurposed medals to be the end goal for levels

- End level screen (W.I.P)

- And more! Read

Preview of the 1st level's final tiles (W.I.P)

I made some changes to the tileset itself too (and might make more).

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

Art that I made for my game during the #Devruary challenge!

I didn't got to post these directly to the game page, so here's a post with most of them there!

(Link to the original posts in the article )