Play my games: https://shadowtony8.itch.io/
I also took the time to animate my enemies and make 2 new ones (not shown)
I also took the time to animate my enemies and make 2 new ones (not shown)
Spells shown:
Blizzard: Very low damage but slows enemies hit.
Thunderwave: High damage melee attack.
Fireball: Flies to target area then explodes and deals damage.
Spells shown:
Blizzard: Very low damage but slows enemies hit.
Thunderwave: High damage melee attack.
Fireball: Flies to target area then explodes and deals damage.
In the last 3 days of May, I'll try to prioritize the boss, intro screen, menu/map/controls reminder screen, and last minute bug fixing.
In the last 3 days of May, I'll try to prioritize the boss, intro screen, menu/map/controls reminder screen, and last minute bug fixing.
New enemy alert! The cyclops is a ranged enemy that shoots eye beams. If the player is in the outer circle, the cyclops will chase, but if they're in the inner circle, the cyclops will *try* to back away. Like everything else I make, this movement is jank AF but ¯\_(ツ)_/¯
New enemy alert! The cyclops is a ranged enemy that shoots eye beams. If the player is in the outer circle, the cyclops will chase, but if they're in the inner circle, the cyclops will *try* to back away. Like everything else I make, this movement is jank AF but ¯\_(ツ)_/¯
Current progress for the Zelda game. I've been *slowly* chipping away at it but I finally feel like I have something to show. Knockback is wonky and a ghost died in one hit but hey, never said it was perfect!
Shoutout to Kenney for the life-saving (and time-saving) art assets!
Current progress for the Zelda game. I've been *slowly* chipping away at it but I finally feel like I have something to show. Knockback is wonky and a ghost died in one hit but hey, never said it was perfect!
Shoutout to Kenney for the life-saving (and time-saving) art assets!
You vs The guy she tells you not to worry about:
You vs The guy she tells you not to worry about:
I did add stuff, though! Made a mechanic to send objects across dimensions, added buttons, doors, spikes and of course new sprites!
I did add stuff, though! Made a mechanic to send objects across dimensions, added buttons, doors, spikes and of course new sprites!
First character is the player, their belt will change every time you win a contest. From yellow to blue to red. Last character is the boss for every contest and their belt also changes.
First character is the player, their belt will change every time you win a contest. From yellow to blue to red. Last character is the boss for every contest and their belt also changes.
Made the screen vertical to make it phone friendly since the controls is just clicking stuff
Made the screen vertical to make it phone friendly since the controls is just clicking stuff
I already did a tutorial for Asteroids, so that's out. I don't have any interest in multiplayer, so that's out. That leaves us with Indy left but I've never even heard of it before. So, i'm making a generic racing game.
I already did a tutorial for Asteroids, so that's out. I don't have any interest in multiplayer, so that's out. That leaves us with Indy left but I've never even heard of it before. So, i'm making a generic racing game.
Only music left then I'll upload Hopper!
Only music left then I'll upload Hopper!
One of the most satisfying things so far is seeing the comparison between your placeholders and the finished art. Really makes it feel finished, even if it's not
One of the most satisfying things so far is seeing the comparison between your placeholders and the finished art. Really makes it feel finished, even if it's not
List of new stuff in replies.
(pls @bsky.app increase the character limit)
List of new stuff in replies.
(pls @bsky.app increase the character limit)
I see the power of state machines now. Absolute lifesaver for organizing code and keeping each state separate. I don't have to worry about restricting movement while the player is dying/respawning, for example. It's great!
I see the power of state machines now. Absolute lifesaver for organizing code and keeping each state separate. I don't have to worry about restricting movement while the player is dying/respawning, for example. It's great!
Again. Scuffed AF but it works, so I'm happy with it.
Again. Scuffed AF but it works, so I'm happy with it.
Also made a struct with animals, their own sprite and text, and another loop that draws a card with random animal and their corresponding sprite/text.
Also made a struct with animals, their own sprite and text, and another loop that draws a card with random animal and their corresponding sprite/text.