Game
TeaTM's Unnamed Collectathon
3 months ago

So, I'm redoing my entire input class, which should be trivial but it's not, mostly to add controller support. It works great in editor but fails on build. So I might end up making an extra Mac/SteamOS port to play outside of GameJolt as well. We'll see.




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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.

Godot learning begins.

No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.

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

Progress. It looks a bit less crappy now.

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

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.

I wasn't really happy with the protagonist design, so I decided to use my character Kitsuneko Aiko as the protagonist. I edited the model for that.

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.

Some test animations