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TeaTM's Unnamed Collectathon
3 hours ago

Been improving some of the movement jank. Coyote time no longer nerfs your jump (this was a bug). The system isn't perfect, but it feels a lot better. I'm in a balancing act of allowing lots of movement freedom and not making movement too easy.




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Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.

I have added mortality (again). Also messing with some audio and lighting. I'm not too concerned about lighting since this scene likely won't make it to the final game.

FinLab 1.3.5 (April Fool's Update)

I'm a bit early with the update but wanted it off my plate lol.

- Added the clownfish

Progress. It looks a bit less crappy now.

🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡

FINALLY, I have something worth showing! Here she is in 3D! I even added a Mario 64-like long jump, + an upgraded version of the spin attack that allows you to traverse vertically! Still a bit rough but in time.

Some test animations

Godot learning begins.

Looking to maybe restart development on this game. Maybe, not sure yet. I did make this blocky 3d version of the protagonist! It's not rigged or anything though

I needed a break from code so doing more art, made a simple 3D version of Crabby Crustacean Jr. as a merchant.