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Demo released!
I just uploaded the very first demo of pride to itch.io!
Here it is!
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Working on general sound effects.
oh and also progress
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finally got this crown respawn shit going
right now it’s just identical to the campfire mechanic from dork soul (with like one variation) but I’d to change it; i’m just trying to think of a clever way.
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gettin somewhere with this shit
then it’s time to work on the first hidden boss.
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something in this is sticking out as bad but i can’t tell what
the legs?
maybe the legs
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progress
working on the first boss still forever
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I haven’t posted in a long dang while so i’ll just post all the progress at once.
I’ve picked up and dropped like 8 projects since I posted last. I didn’t really have anything to be motivated about. But I started this thing a while ago and long story short I found that sweet elusive milky MOTIVATIOn
this first vlibeo is of the spear-wielding class, drudge, who attacks slowly but does Big damage. sorry it’s so long, but this is a rundown of pretty much every main thing I’ve done so far. including the first boss fight. there are three other classes with different weapons and spells and whatnot but it’s 2 much 4 1 video.
which is why i make other vildeo:
vimeo
^ this is the carpenter
vimeo
^ this is the marauder
vimeo
^ and this is my personal favorite the deviant
thanks 4 bein here
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Hey gang, I’m making a remake of Megaman 1 starring Roll called Super Roll! because I am Tired.
New features include: Sliding! Charging! Not-Instant-Death Spikes! Various small things! A Combo System for Points!
You can follow the development of it here on twitter!
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i’ve been taking a break from "”main projkect””” because i got all analytical and hit a wall or something who knows
anyway presenting the cowboy matrix
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New low poly style I’m working on. Maybe needs some colour correction and a few shadows to round it off. Hows it look?
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NOW ITS FAST
I changed the core mechanic of A Grand Show. Now you can just dash around everywhere.
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tfw you do a pixel dailies you’re actually proud of and they don’t retweet it ;_;
edit:
changed 2 """final draft""""
also wow thank u so much for the reblogs!!
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I changed the environment color palettes, started building the “actual town™” and made a bunch of other minor cosmetic changes
dialogue system is essentially feature-complete. definitely requires some polish but the functionality is there. (there won’t be a quest log or helper or any sort of way to keep track of objectives through the game, so it’s something you’ll have to keep track of personally. I decided on this because while I want the game to be “up-to-date,” I also want to keep some of the engaging feelings from classic games that don’t get captured anymore. This is one thing I really enjoyed, but if it’s too annoying, I might change it.)
also the shop functions as well, but he’s only got herbs for sale
I’ve been thinking a lot about character design in terms of geography, and based on the environment on the “island” it’s more probable the peoples there would have darker skin tones:
So I’m redoing all 80 something sprites for the main character
It’s a large undertaking but I think it’s necessary.
happy screenshot caturday
have a good weekend!
#screenshotsaturday#pixel art#pixel animation#indie rpg#rpg#game dev#game development#video games#agdg
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Reblobbing because I """"""finished"""""" the animations for lil girl
This week I’m working on the dialogue system when I can.
Getting somewhere i think
Started drawing animated character portraits both for talking (above)
and idle, after they’ve finished talking
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This week I’m working on the dialogue system when I can.
Getting somewhere i think
Started drawing animated character portraits both for talking (above)
and idle, after they’ve finished talking
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I’ve been too busy this week to work on leviathan mythos in any serious manner, so I just spent my free time today doing this snow child thing i was thinking about
this is not progress
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Regarding your stamina lock thing: have you considered a system where, once stamina *would* deplete to zero, you still have one red pixel line of stamina left, where you can perform one more desperate action? That might be a more visual reminder it's a last-ditch effort on an empty tank and feel more like you're getting a bonus action instead of getting punished.
I had not thought of this, no. It's a fantastic idea. I'd have to change the way stamina works a little bit, but that's not a lot of work. If I do that, making it more clear you have enough stamina for one more attack like that, would it be viable to make it so the player gets physically locked in place for a percentage of the stamina recharge? I want it to be avoided, so there should be some penalty I think.
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