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Posts posted by atte
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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.
There's no taking damage or dying but there is some sinister stuff.
This is a very important detail also:
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I often have Cryo Chamber's livestream on the background and it has a
stupidgood description "24/7 Dark Ambient Music Livestream for Studying Lovecraftian Tomes"I'm planning the overall progression and puzzles now, it's pretty tricky yet engrossing. I really haven't done stuff quite like this before.
Top secret censored material:
edit: WOoo, 420 posts
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Yeah, controls are very fun/intetersting and very hard, which seems exactly what you want in a game like this.
I hope there will be some gentler terrain at first for a moment before getting into full Foddy territory
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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.
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I really like the look of that style of old rpgs/adventure games. If there were multiple bars to visit you could call it a bar crawler (one bar is enough, just had to make that dungeon crawler joke)
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Looks and sounds already like another quality Teljoor project
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Very cool to see your style in this 3D/voxel environment. Can't wait to get lost in those ominous labyrinthine corridors
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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.
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.
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Here's 3 out of the 5 magical shoes now pretty functional.
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Using an existing platformer base I had and WIP/old/placeholder graphics I now have the Dog running around and 5 magic shoes (that do nothing special yet) to choose from.
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Very excited to see how this will develop. I have very little technical understanding about the subject but I love wandering around vast proc.gen landscapes. Also the city setting is interesting as usually in proc.gen games like in Minecraft/No Man's Sky you are hanging around in the wilderness.
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I think there has not ever been a Dot Gobbler platformer yet?! Very happy you're making one now as of course an iconic, timeless mascot like DG deserves to have a cool platforming adventure.
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Thanks! Recently I have been making NES style tilesets just for fun and practice so I was tempted to use that style here also. But I decided to use a bit higher resolution so I could have those kind of more illustration looking story sections in there.
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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)
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Ugh, everyone will shoe-horn shoe-horns into their games
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Second update now available. Main change is that currently controlled blocks can't activate slots anymore - it's a bit harder this way but now it should play a bit more like I intended.
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First update now available: In game instructions, redesigned levels + some small audio and visual updates.
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Thanks for playing (and having the patience to figure out what's going on in the game). Here is my playthrough of the current version:
A mini spoiler alert as this shows the 5 result screens, those might be a fun thing to discover yourself.
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https://atteo.itch.io/tometometome
I assembled the levels super turbo hastily just before the deadline and the keyboard controls might be awkward but I'm pretty happy with this version. Don't know how much potential this has but I want to do at least better level design and revised/more art still.
If you don't want to approach this as a puzzle mystery please read the instructions first
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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.
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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.
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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.
Well I've been tinkering with gameplay stuff and not made much new art anyway.
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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!'
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.
[Release] Dog Cobbler and the Secret of the Kenkälusikka
in Wizard Jam 9 Archives
Posted
Air bubbles and a hat stomping puzzle!