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(+1)

Thanks !

I can't wait to see your next update !

I am using only paint and gb studio 2.0

I had some difficulties for the Jump movement (I tried to modify it)

In your project it worked very well.

In my case, after modification, depending of the scene, jumping can make some bug (Luigi trapped definitively between 2 collision even if the boolean variable is true or false or in front of some ennemies...). And jump over ennemies make some issues on top down scene.

So for the jump, I will let like you did, it is better and more efficient. I just replaced the hammer by a big punch with a "pouf" sprite in order to have an attack Item colliding on ennemies and avoiding ennemies touching player (when ennemies touch player, player is hurt)

For the castle, garden and the battlefield, I was inspired first by your project and also by old top down plan view in several web sites of  SM64 game.

Very hard to reproduce that with paint and almost by unique tiles limit (192).

There, my first beta garden (don't pay attention at the monsters ...)


Yes... jumping in the top-down sections is super tricky. Disabling directional movement during the animation is critical too.

I made some updates to mine (incorporating some side-scrolling sections). Feel free to use more of the assets, since you might be moving along a lot faster with your project!

(+1)

I like everything !!!   the trees and the Island are wonderful  nice job ;)    

It's amazing because I had the same idea for the canon but in top down the result was different...   using a platform scene like you did is very interesting and I really liked the scenario  with the possibility of a crash XD