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azureresonant.bsky.social
Azure
@azureresonant.bsky.social
I try to program things.
Working on a yet-untitled game in GameMaker Studio 2
The lightning golems are a little different, animating bits of scrap and machinery from the area. The small golem chains electricity between set points to attack Amber - with additional patterns depending on its location.
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November 1, 2025 at 11:13 PM
Here's a bit of Amber's ice form abilities-one which focuses on ease of use with a slower playstyle. She can fire homing icicles, throw a chunk of ice which shatters into homing shards, or send lines of ice along the floor to damage foes.
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October 5, 2025 at 7:44 PM
Each of Amber's forms has unique special and normal attacks - fire's uppercut and dive kick provide better mobility, and turn its standard melee attack into a homing fireball which seeks out enemies struck by them.
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September 6, 2025 at 5:01 PM
After defeating a boss, Amber gains a new form with a skill-set based on that boss's element. And she can swap between them at will, as seen with her fire and ice forms here.
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August 16, 2025 at 10:05 PM
Since we've not detailed Amber's basic gameplay yet, here's a small movement options showcase. Besides running and jumping, she can double jump, dash, air dash, wall slide and wall kick in her default arcane form.
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July 26, 2025 at 10:47 PM
Back to lore mechanics -like the golems, on defeat the first boss reveals the creature commandeering it. Magical creatures finding their way into the mundane world and unintentionally causing damage is the theme of several early stages.
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July 12, 2025 at 5:25 PM
A little look at the first boss's intro animation this week! Once the the intro stage's tileset revamp is complete it'll have a proper arena, but for now it enjoys a place alongside the old visuals.
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June 28, 2025 at 8:56 PM
For a brief detour from lore-related mechanics, we've got a little work on getting some traditional boss doors working. And a little view of the intro stage boss at the end, who we'll be seeing more of soon.
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June 21, 2025 at 7:59 PM
Even smaller enemies follow the theme of magical unions- with some exceptions, they're inanimate objects or machinery possessed by capricious magical fauna which are seen as they're defeated.
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June 15, 2025 at 11:55 PM
Amber isn't the only one with the ability to form a union with magical creatures, either - the major antagonists use the same trick to power up and stand in her way. Including Sapphira, whose partner is a powerful silver dragon.
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June 1, 2025 at 8:24 PM
Amber's abilities are granted by partnering with a magical creature, the two forming a magic union which allows them to merge into her witch form. Here we're testing some animations for two doing just that!
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May 10, 2025 at 8:59 PM
Here's a stage mechanic we're working on for the forest level, which has some obvious inspirations. Still needs work on the visual effects and small adjustments to behavior, but it should be clear how the crystals work.
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May 3, 2025 at 10:05 PM
One more variant of the jump pads - limited use versions, which destroy themselves after one bounce (or up to three). After a short time they reappear to reset the section in case of failure, or to allow Amber to go back.
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April 20, 2025 at 5:10 PM
As a pretty straightforward substitute for spikes, the lightning level has electrified floors as a threat. They're designed to include both a typical always-on version and a cycling on/off variant to create different challenges.
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April 5, 2025 at 3:40 PM
The lightning level has its share of damaging hazards too, including these lightning traps which are set up to work in several configurations. This power plant doesn't seem like a safe workplace.
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March 29, 2025 at 8:27 PM
The lightning level is one of the first four available, and one with a very mechanical feel and a focus on stage mechanics. These jump pads are one of them, to set up some unique platforming challenges.
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March 15, 2025 at 10:20 PM
Bosses obviously need a satisfying, dramatic explosion to close out the battle, and the mini-boss serves as a pretty good example of what we've got for it. Colored to fit the encounter, as the green tone here demonstrates.
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March 1, 2025 at 6:20 PM
Some additional attack patterns for the mid-boss! The laser turrets can detach and attack Amber as the fight goes on, complicating things a little in the latter half of the encounter.
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February 15, 2025 at 7:14 PM
Now the castle miniboss! Waiting down in the ruins below the waterfall is an ancient machine designed to repel intruders - which of course fires lasers, in theme with the level.
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February 8, 2025 at 9:05 PM
After finding ruins from the castle at the base of a waterfall, Amber makes her way underground - where a miniboss awaits, safeguarding the second half of the level. These ruins need a visual update, but the idea is there.
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January 25, 2025 at 9:40 PM
After the intro, the castle level has Amber navigating draconic-themed ruins filled enemies and ancient traps - most notably these lasers, which she'll face in a variety of configurations.
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January 12, 2025 at 11:30 PM
We're up to 100 followers, thanks for the support! Seeing things grow here has felt great, and we hope everyone's holidays went well. This week we have a set of midgame level backgrounds, meant to set a dramatic reveal for the floating castle.
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December 28, 2024 at 6:43 PM
The ice level doesn't have a proper tileset yet, but the background has had update since working on the ice golems. It's a bit more detailed than before, and an early attempt has been made at adding parallax to the water!
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December 14, 2024 at 5:24 PM
The ice golem's smaller version has a similar icicle attack to its larger compatriot, but it's much more straightforward - just jump over it! Like the wind pair, they share a similar visual aesthetic as well.
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December 7, 2024 at 6:52 PM
Changing things up with something from the ice level - one of the counterparts to our wind golem, the large ice golem! It's another big, heavy-looking enemy, with a simple but threatening-looking ice spike attack. It was a fun but tough one to animate.
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November 30, 2024 at 8:05 PM