Game
Muse Genkaroku
4 years ago

Akira here!

Devlog part 4 (renewed ver.)!


Side-view Metroidvania game - My first attempt to make a sideview game - A turn from the previous top-view game ideas (and this is the first time I do this LOL)

Akira here!

You see, there are some issues when concerning making a bullet-hell game using PGMMV: spamming a lot of bullets for a while makes the bullets move really slow like sh*t, currently impossible to fix the slowing-down of game speed (especially of that of character movement; even though there are attempts of fixing that by changing the acceleration / deceleration of the Objects, but failed). But Metroidvania-styled games do not have this problem. Many of these games made using the same engine is also released on Steam, like Kumacure (link here), or The Witch and the 66 Mushrooms (link here). Since Metroidvanias are side-view games, I need to create side-view assets as well. Character assets might be no problem since these works in the spritesheet graphic mechanics, but tilesets for such games can be a bit hard for me since there are slopes or things of the like (a Metroidvania game with just square-ish terrain like Minecraft can be quite boring and generic to play).

But one thing is... I've never made a single side-view asset, so it might take some time to create some of them. You know, by viewing some PGMMV side-view RTP and then create my assets base on the standards of these things. First start out with the Junko sprites. There must be the walking graphics, the "jump" graphics, the "attack" graphics, the "fall" graphics and the "hurt" graphics (used when the character is being hit)(those are the basic things for a player character sprite in a side-scrolling platformer game). I can do it in any pixel art software.

The tilesets are a bit trickier. Before I can create one on my own, first modding some downloadable RTP using pixel art softwares first and then import them to the engine. Like I know the tiles I used for this game is smaller than RMMV tiles, but still in order to create slopes and things of the like, I need to mod some RTP before I can create my own slope tiles.

Sound effects are easy to create, but in a platforming video game, they are split to different categories, such as those used when player bullets hit the enemy, those used when the enemy is defeated, those used when the player jump, etc.. I bet that I need quite a hecking load of time to figure out the correct SFX to use in each situation.

BGM poses no problem to me. All video game genres have similar concepts for BGM used in such genres.

And that's it for this devlog!

I hope I can speedrun this process and slam out the basic Junko spritesheet in the near future!

See ya later until devlog part 5!

Akira Akagi Games



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