atte

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Posts posted by atte


  1. I have now sketched all the rooms/screens/areas in Game Maker. Hard to say how well the progression and exploration works in the end but I feel like I could reshuffle the map forever so gotta move on. While it's a very rough version, this takes away some of the joy of discovering so I put it behind a spoiler cover.

     

    Spoiler

    worldComp2.thumb.png.c0c9b4fde719a730a6a204c5e767e7ba.png

     

    There's no taking damage or dying but there is some sinister stuff.

    curseSkull.gif.08c19eaa0d813ad5ca0cd5f1fed56582.gif

     

    This is a very important detail also:

    get.gif.90a4e3982c6b2e1f924238653bb74775.gif


  2. I now have all the shoes functional (the warp shoe looks really awkward in action without any effects). I mainly play with the curse shoes here, I added a fun changing sound and the ability to fast fall when pressing jump in the air. All the level stuff is of course placeholder but I have the whole game world connected now.

     

     

    + I endorse using your shoehorn as a relaxing fidget spinner and a finger strengthener.

     

    hornSpin.gif.d874fd242057c889ac375065e34a62cf.gif


  3. That princess Peach (well I guess she's called Toadstool in SMB2) style hover is very satisfying, more games should have that.

    I try to have multiple uses for almost every shoe. With bombs you can jump in the air and destroy blocks and steam allows hovering and cleaning.

     

    The hornshoe (love that stupid name) plays different notes in different altitudes. It's mainly for some puzzles but maybe it also scares/lures some obstacle too.

     

    dcNotes.jpg.9d6812f47c2640e78cffdfe91440b0e4.jpg

     

    Usually my games have been pretty linear and straightforward but I realized I have to actually try to design some interesting levels now where player must use this shoe-toolset in interesting ways.

     


  4. https://atteo.itch.io/dogcobbler

    (no story slides or music but otherwise pretty complete thing jam deadline version)

     

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    You play as a dog cobbler who has had enough of mangled shoes and is trying to find the fabled Kenkälusikka*, a mysterious instrument that is rumoured to solve all shoe fitting related problems.

     

    So there won't be any actual shoehorn action in the gameplay, it's just the magical artifact you are searching. This is 2D platforming once again and the main element will be acquiring and using special shoes with different abilities. I hope to have something to show pretty soon because writing is difficult/boring

     

    * Yes, it's shoehorn in Finnish. I find using my own language to make something sound mysterious pretty amusing. Only real example like this that I'm aware of is Star Wars: Masters of Teräs Käsi (Steel Hand)


  5.  

    Now that the (first/official) deadline is fast approaching I'm trying to focus on getting the basics done and some more interesting graphics in - also the game now has music (that cuts always too soon in that video...) from my regular collaborator friend. There's lots of gameplay stuff and secrets in my mind for this - hopefully I'll get a more robust version done for the showcase weekend.


  6. On 18.1.2019 at 5:57 PM, z_bill said:

    Check out Alwa's Awakening for an NES styled platformer that really nailed it!

     

    Yes Alwa's Awakening had some good pixels! Also 1001 Spikes and Castle in the Darkness have somewhat similiar art that I really appreciated.

     

    Even though at the start I was quite sure this time I would make a traditional run and gun, Mega Man style platformer, I ended up designing a thing that's similiar to my WJ7 entry They Came Through The Floor. Designwise TCTTF was in many ways a disappointing and unfinished experiment, so maybe I wanted to have another go at making this kind of single screen arcade platformer - or maybe I just really don't want to put time into learning how to make a good platformer camera.

     

    I like the foundation that I have here now, it's familiar action platforming but also has its own strange flavour. I feel like there's potential here (might not immediately look like it for fresh eyes) but don't know how far I'm able to develop it before my skills/energy/interest runs out. There's very little new art yet but now that I have a clear(er) image in my mind what this game is supposed to be, making graphics will be more interesting and fun.

     

     


  7. Thanks everyone!

    I'm kind of more nervous about making these kind of nes style graphics than those hires monster illustrations in my previous game. Even though 8bittish retro platformer is a super common genre I feel like I rarely see new games that capture that style that games like Ducktales had. Of course there's a heavy dose of nostalgia with these things but I think there is this beautiful balance of abstraction and detail here that I'm still interested in seeing and making.

     

    dt.thumb.png.f43570290ba3c6f74318962ff29ee50a.png

     

    Well I've been tinkering with gameplay stuff and not made much new art anyway.

     

     


  8. https://atteo.itch.io/tometometome

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    Even though I've made a few platformer projects in Gamemaker I felt like I needed to properly refigure and rethink the basic systems and code again. Now after stitching together pieces from different tutorials (from the reliable GM wizards Shaun Spalding, Friendly Cosmonaut and Heartbeast) I have something I feel is pretty good for me (at least much more flexible than what I've worked with before). So this first post is a pretty lukewarm 'Hey look I'm making a pixelart platformer again!' :lol:

     

    Oh, the game story is something about going to investigate and stop an industrial manufacturing AI that has started to act completely wild and chaotic - at least that's what it looks like to humans.

     

    The levels and graphics here are quite WIP, done for the purpose of testing this basic stuff.