BluesM18A1
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claymorelabs.xyz
BluesM18A1
@claymorelabs.xyz
Game Dev, sometimes posts VGM remixes on Youtube and draws stuff.
More info on my work at www.claymorelabs.xyz
Now my enemy lineup for the first handful of levels is complete. I'll be fine-tuning them all as I put together actual levels. #gamedev
October 6, 2025 at 12:00 AM
Experiments for the next enemy type have begun. Figured out wall crawling navigation similar to the zoomers from Metroid. Got it to be pretty good at handling sharp convex corners but I still need to work on contingencies so it doesn't get stuck on concave corners too steep. #gamedev
September 23, 2025 at 5:31 PM
Almost finished with the first lineup of enemies. This is Red Tread. Very special since he was based on a character some friends and I played in a D&D campaign a few years ago. #gamedev
August 23, 2025 at 7:08 PM
New enemy finished: It's name is Yeller Propeller.
Many more enemy types on the way. #gamedev
June 12, 2025 at 3:44 AM
New move: This will act sort of like the instashield in Sonic 3 or Cuphead's parry mechanic. Will let you reflect projectiles or bounce off of enemies, or to change direction on a dime for evasion. May be important for combat since the rest of your moveset is so loose and momentum-driven. #gamedev
March 24, 2025 at 2:59 PM
I was in the middle of working on a double jump/frontflip move when I realized that my animation control code has become too difficult to expand on/maintain.
Now I am tearing it all down and rebuilding it with some new knowledge.
I wish I found out about Godot's BlendSpace features sooner. #gamedev
March 21, 2025 at 3:43 PM
Several weeks of carefully crafting sprites and fine-tuning the interpolation later, we have an actual jump animation. You're not gonna believe what comes next... #gamedev #gameanimation
December 5, 2024 at 3:11 PM