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1410642 Posts in 69557 Topics- by 58554 Members - Latest Member: maruya328

September 08, 2024, 05:08:44 PM

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ariz_evitca
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« on: July 14, 2024, 05:43:34 AM »

welcome, to my first devlog that I actually going to try follow through, thanks for your time, so far not much. but devlog is importent they say,so here my attempt.



i got the;

move left and right,

stand on slope,

roll on press down on slope,

dash,

and art



here the player character

made it myself.



the game is a grap enemy and throw, 2d platformer.

 So far i figure out 3 way to grap and throw;

1. Erase enemy, appeared in player hand as child, erase again, then throw as original state

2. Somehow make the enemy became child without erase it, then throw.

3. Simply put enemy position at player's hand position.



I end up doing the number 3, not the best one, and probably there much better idea out there...

now I just have to figure out how to throw it.





btw, i dont have much time for my game so sorry in advance.
« Last Edit: August 19, 2024, 07:19:15 AM by ariz_evitca » Logged
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« Reply #1 on: July 23, 2024, 03:18:51 AM »

I don't have much to add, save to say that your main character is pretty cool-looking. ^_^
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Ramos
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« Reply #2 on: July 23, 2024, 06:22:16 AM »


Good concept, and satisfying gameplay.

Without the pants, it reminded me of The Tick, this is not a bad thing but with the pants, it looks more within the theme of the gameplay aka funky, so yea I vote for the pants.


 Gentleman
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ariz_evitca
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« Reply #3 on: July 29, 2024, 07:34:32 AM »

Alright this is the 3rd one,

here a video of what basically the mechanics is, obviously still need polishing





things to do;

- find out how to make it bounce on impact (most important at the moment)
- make hurtbox for enemy
- maybe finish the sprite sheet? Maybe later
- make enemy can be damaged by enemy impact

And other stuff that I will think later.



Also, made this by accident, add a little fix


Now look like got hit sprite.
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Ramos
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« Reply #4 on: July 29, 2024, 07:38:42 AM »

Did you start 3 dev blogs for the same game?  WTF
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ariz_evitca
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« Reply #5 on: July 29, 2024, 08:13:41 AM »

I don't really understand how i supposed to post the devlog and what the proper way
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ariz_evitca
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« Reply #6 on: July 29, 2024, 08:19:34 AM »

Can someone explain to me the proper way to post devlog?

Ahhh, damn it's mess up
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ThemsAllTook
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« Reply #7 on: July 29, 2024, 08:33:44 AM »

No worries, I've merged them into a single thread. You can use the Reply button at the bottom of the page to post a followup without making a new thread.
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ariz_evitca
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« Reply #8 on: August 05, 2024, 08:22:13 AM »

alright another week, this is... 4th.. it.. slow.. too slow...

Whatever.

Here a video;





next problem;
- Animation need more

- if possible impact frame

- particles

- enemies

Not much to write. Sad



Oh yeah... background and tileset Facepalm

And ... music...

So... much... stuff... Screamy

Is this normal?

My mind currently blank not know what next...

Well, that all? I think? Is this really a way to do a devlog? Don't know?  Corny Laugh
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ariz_evitca
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« Reply #9 on: August 12, 2024, 06:55:27 AM »

Devlog 5: Fine-Tuning the Core Mechanics



August 12, 2024

Hey everyone,



Another week has flown by, and I did a quick research on a proper devlog, I  mean i could go on with usual, but I have a dream project for the future so I need to set myself a good habit. Here’s the breakdown for the week:



1. Gameplay

One of the thing of this week is slowingdown the player speed:

Reason 1: I want to focus on puzzles and complex level design, and to do that player movement have to be slow or it will simply cause frustration if player have to slow down to solve puzzles just to go back to max speed. It's the main reason why I want throw mechanics.

Reason 2: I noticed that player character seem light, and I want the character feel heavy, strong and rigid. Or in simply term player character hold dominant over everything.



2. Some Fixes

And fixes are common thing and apparently I have to share everything even if it's an embarrassing error:

Animation: at the last video it fail to show 'suplex', 'piledriver' and 'slam', an it turn out because using wrong naming.

Glitches: player still in state of holding when there nothing to hold after releasing enemy during sliding, got it fixed by not allowing it to be released during sliding, and it's turn out that if go 'piledriver' or ' suplex' during sliding is way more fun that whatever I was trying before.

Enemy: Corrected some area  of enemy sight to shoot 'object' at player.



3. Art

Apparently trying to make game using block with colour is extremely not motivating, so here some enemy:





4. Planning for Next Week

I will be watching as many tutorials as possible to give myself the ability to recall what video I need to check for a specific things.

I will also make the actual puzzles part as well, and find how to do that, and puzzles design.



That’s it for this week! Progress is steady, and I’m excited about the direction as I continue to build this game on my own.



Thanks for checking out, and may I be alive for the next devlog!
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ariz_evitca
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« Reply #10 on: August 19, 2024, 07:17:41 AM »

Devlog 6: Puzzles elements

August 19, 2024

Sup y'all,  Wink



Other wek passy ey,  Cheesy, gotta keep up the prop devlog,  also now has title 'Ealhhard'. Here’s the breakdown for the week:



1. Gameplay

Im added move moveset:

- R + foward : charge foward with small hop and grap anything in path, if not hold = land normal, if is hold = increase small lift and crash to floor

- R + backward : charge backward with small hop and grap anything in path, if not hold = land normal, if is hold = decrease small lift and crash to floor

- R + up : jump and grap anything in path, if not hold = jump normal, if is hold = continue jump + increase small lift and crash to floor

- R + down  : not sure Undecided, maybe stun ground enemy for moment? And maybe quick stomp to avoid needing to jump to crash breakable box below player

And also making grap to grap all 8 direction instead of just front since the player movement is slow. Grin



2. Some Fixes

Another embarrassing error: Droop

Breakable things: I try to make the breakable thing detect player instead of player detect breakable things, so now player hand detect if it's grapable, breakable,  or other.

Glitches: lack of jumping at slope, got it fixed by changing/rearrange the condition to jump on slope

Enemy: shooter enemy manage to slip of grap and causing player to be in state holding while not holding anything, no solution yet, rarely happens. Big Laff



3. Art

Currently I'm using this;

https://bakudas.itch.io/generic-dungeon-pack



4. Planning for Next Week

Level design

Puzzles design.

Enemy sprite sheet.

If possible my own art for background and tileset.

That’s it for this week! Progress...

Thanks for checkinkg and may I be well for the next devlog!  Gentleman
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ariz_evitca
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« Reply #11 on: September 02, 2024, 06:33:08 AM »

Devlog 7: Score point



September 2, 2024 Smiley



Okay, im back, Grin



2 week pass this time, i been thinking just update every 2 week would be better for me since I'm doing solo and all.  Cool



1. Gameplay



- enemy received knockback and dmg upon hit by a throw

- score given depends on not sure what yet

- enemy received dmg by environment



2. Some Fixes



Another error:

Glitches: enemy clip through wall when throw to hard, still happen with other moveset, making wall thicker and readjusting player's hand position during impact. Blink

Glitches: enemy received dmg during player running while holding it, i know why, just not sure how to fix or should it even be fix

Glitches:  Mock Anger

Enemy: shooter enemy manage to slip of grap and causing player to be in state holding while not holding anything, no solution yet, rarely happens, still didn't know why.



3. Art



More monster variation:
Crazy




4. Planning for Next Week Epileptic



Fix enemy

Fix score system

Environment dmg

Burning enemy

Maybe redo everything  Big Laff



That’s it for this 2 week!

I don't really have this much attention span for a single game,



Thanks for checkinkg and may this has some sort of progress! Shrug
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