bclikesyou's Forum Posts

  • Still cranking away!

    Bat enemy = bullet and sine behavior. Instance variable (range) checked against player's x and y vs. bat's x and y. When less than, enemy fires. TL;DR = you get close and the bat shoots at you. Basic art; needs to be tweaked.

    Hopper enemy. Every 1.5 seconds > emulate jump and pick random jump strength from 50-200. Placeholder art.

    Need to bust out one more enemy, possibly a duck and shooter. Potentially going to make some variations on Level 1 enemies too. Hoping to finish up enemies by the end of Feb, then level design along with dialogue scenes.

    Still trying to decide how to end Level 2. Level 1 ends with a boss fight but I'm thinking of a puzzle. I know Level 2 closes with a bit of a story dump, so I kind of want to portray a different vibe. We'll see!

  • Thanks! BTW uhhhh how'd you make those nice 'lil speech bubbles? Do they adjust to the size of the text?

  • Changed the cave tile color. Purple definitely gives me more of a cave vibe.

  • I'll be holding off until the game is complete for a release. I want to try and push it through the Greenlight process while still in development.

  • is it just the waterfall portion that's animated? or is it the whole background itself? that purple is looking pretty dope.

    Thanks! The whole "far" background image is the animated sprite. However just the waterfall portion of that art is animated.

  • Decided to make the cave color palette purple. Definitely feels more like what I want. Also made the background animated which is a first so far in this game. This about wraps up tile art for Level 2 - "Maynard Falls". Get to start programming new enemies this week!

    One note: the animated background is actually an animated sprite. C2 doesn't allow animated tilemaps or tiled backgrounds. So, unfortunately, I'm copying and pasting the same animated sprite. Now I know this is a "no-no" but I *may* be able to get away with it. My resolution is only 256x144, I'm using small images and parallax so I may need to only copy the image 3-4 times per layout. Only an export will truly tell and I don't feel comfortable doing that until I have a whole layout designed. We'll see!

  • mudmask DREZO Thanks guys!

  • 2nd part of Level 2 for A Small Robot Story. Still need to tweak those backgrounds, but it's a decent start.

  • Cave art for part 2 of Level 2. Going to tweak those parallax layers a bit (make them not repeat as often, animate the waterfalls), but it's getting there!

  • #stoked

    Been keeping an eye on this for a while now. Glad to see it all coming together.

    That said, would love to hear what you decided on for nw.js & steam achievements.

  • Wow you've pumped out a lot of work since I've last peeked at this!

    Digging all of it. That boss up there reminds me of the snake level from Battletoads.

    Will definitely snag this when it comes out. Keep going, dude!

  • HR78 Thanks

    Video of 2nd level artwork can be seen here.

    Currently working on the cave tileset for the same level.

  • Great job! Currently at work so I can't try it out.

    Also wanted to say that you're a pixel artist that I'm always keeping an eye on!

  • That is a neat idea. Will the change of time happen from stage to stage or is there an actual timer that controls the sunrise?

    I'm thinking something simpler. Just a couple of different layouts that use the different color tilesets.

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  • Thanks. I'll try that out.