Game
Terry's Treasure Trouble!
2 years ago

Four mainline levels to go.

Three bosses to go.

Six Special Stages to go.

One minigame to go, but that can be scrapped easily.

I don't want to stretch it too much, but this should give you an idea as to where I am with this.




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Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.

I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.

First you draw parts, then program a rig for animation.

I need to work on the "What does this guy actually do" part.

What a bunch of clowns.

What's taking me so long? Designing assets for the volcano level. Also, allergies.

Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.

Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.

That being said, Clampor's finally implemented, ready to take on this little stretchy lady.

I made an up-to-date trailer for Terry's Treasure Trouble!

You know, in case it wasn't clear what kind of game this is.

Why, yes, programming an elephant IS hard. Making its eyes blue is a lot easier, but I'm not doing that.

I also had to make sure it's a robot elephant, specifically, because this is a robot circus, and it's unethical to use real elephants.

Three reasons to be going after the treasure:

I figured out an easier way to program arranging angles on a rig.

It involves choosing which body part to move, then using the mouse to calculate an angle.

Namely, angle= point_direction(x, y, mouse_x, mouse_y).

This should help speed up the process.

...no guarantees, but until I have an official level-select menu, this'll do.