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TIGSource ForumsCommunityDevLogsKiller Fetus (working title) for Game Boy
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Author Topic: Killer Fetus (working title) for Game Boy  (Read 1703 times)
lean
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« on: February 10, 2014, 06:42:10 PM »

my notebook is broken so this game is postponed until i can retrieve the data from the hardrive. sorry.
hey!
This is my devlog for Killer Fetus for nintendo Game Boy.



personal rant:
so, months ago i bought a game boy usb smart card, and  started doing some tests in GBDK. and then i let it sit there for a while... recently I started again.
anyway, i decided to make a thread to keep myself motivated as i learn and make progress on this project.


About the game:
-It's gonna be a short, one screen game where you fight a boss.
-your enemy is a giant deformed alien creature that cracks through the ceiling.
-Your objective is to kill it by shooting at it in a similar style to donkey kong 2.
spoilers below:
-The enemy drops acid spit, and  flying bugs that kill you on touch.
-As the game progresses, the enemy grows in size, and the amount of bugs released increases, as well as the horizontal range where it spits.
-As its size is greater, it's easier to hit it with your bullets. but it takes more shots to get to the next phase.

What I've done so far:
-most tiles.
-some sprites.
-background mapping.
-player controls.
-enemy phase system.
-short intro where the enemy appears.
-sound FX system. (totally have to review sound in actual game boy)

To do:
-enemy Ai: spits and flying bugs
-hit detection.
-actually program each phase.
-start screen/game over screen (already implemented. but i rather leave the graphic part for when i'm more done with the game).
-music.
« Last Edit: February 16, 2015, 04:29:34 PM by lean » Logged

lean
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« Reply #1 on: February 16, 2014, 11:50:20 AM »

i'm working on the shooting system. i'm about to get to bullet-enemy collision

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Udderdude
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« Reply #2 on: February 16, 2014, 03:59:57 PM »

That game name is awesome, and also totally not within Nintendo's guidelines for the NA market. :3
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lean
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« Reply #3 on: February 17, 2014, 07:28:26 PM »

while I was trying to get a better hand at gbdk's sprite data system, i thought i'd try to make the initial-phase creature look more like something one could recognize as having a mouth... being alive.


« Last Edit: February 17, 2014, 07:35:06 PM by lean » Logged

Thomas Finch
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« Reply #4 on: February 18, 2014, 01:47:20 AM »

I would love to play this. Even a test version.
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lean
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« Reply #5 on: February 19, 2014, 12:13:54 PM »

thanks for the comments.

I've been rewritting some of the code. This is game's my first experience with GBDK, so I find myself fixing old parts as I learn better.

I think at least half of it is on an acceptable shape: Now animation is quite easily handled, and it's pretty fun to do, so it's hard not to spend a lot of time playing with that instead of focusing on gameplay. but I really should Tongue
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