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Ok, so here we go... This is my first attempt at making something that's not based off of a Tutorial on Gamemaker. The premise is that the main character is a time traveller whose magical book's pages have been stolen and strewn across history (and future, honestly getting a single level done will be a massive achievement lol), his job is to attempt to get them back. The main idea is that the book's pages make up special attacks which the player can use and collecting pages adds power to the attacks until it is a "complete" spell (totally ripping off Skyrim shouts here on this one...) The special attacks the character will shout are going to be made up of quotes from the thumbs crew (Could you repeat that? Diversifier) The game will be a 2D Action Platformer. Currently got the Following animations done: Idle Running Page Collectible (Can't make a decent looking GIF of this one...) Also the character can move and jump around, he can also shoot as I was originally intending to shoot where the mouse is pointed; however I'm not sure I want to bother with directional shooting as that might require more headaches with a rotating arm... I dunno, I might get inspired and do it though, although kind of like the idea of just having a "spell" book where each quote would have a cool-down etc.
Greetings all! I am a longtime fan of Idle Thumbs, video games, and gamer culture. As such, it has been a dream of mine to make games of my own, and with this current Wizard Jam, I'm planning to do my best to make that dream a reality. Currently, I'm designing a 2D platformer based around the Idle Thumbs episode titled "Real Slyboots," in which you traverse a series of levels in search of the real Slyboots, encountering all sorts of other boots along the way. The ideal game I'm imagining is probably far more than a first-time developer like myself will be able to complete within the two weeks of the jam, but more than anything I'm aiming to get experience developing, and I'll be cataloging that experience on this thread. I'm using GameMaker (which I've gotten little use out of other than casual goofing around) as an engine, and am creating art assets by hand with pen and paper. Finalized drawings will then be photographed on my iPhone and sent to my horribly outdated laptop, at which point I'll clean, tweak, and color them (using Paint.NET). Obviously I recognize that there are more efficient ways of handling asset work, but I find this process to allow for quick transitions between concept -> creation -> correction -> implementation. In my parting words, I'd like to say that advice and criticism alike are welcome, and that I'm both excited to take part in my first jam as well as eager to witness the fruits of everyone else's labors. Thank you and good luck!