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Game
Koppy Kopsocks (Demo)
3 months 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)

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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



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