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Ryan Marcham

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A member registered Feb 10, 2015 · View creator page →

Creator of

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It's based on total time and the bonus of finding the gem which is semi hidden on some of the stages, if you see some twinkling stars appear while on a stage it may have unlocked something if you backtrack a bit.

Lovely game! very charming.

Sorry for the slow reply,  when developing this game I was using gbc settings so have no idea if it will run smooth or look ok on a regular gameboy, if it does boot up you might see a lot of weird inverted graphics as I abuse the color's palettes to get more detail on screen.

Lovely game! visually pleasing and cute

It was to help with the sprite flicker but I do like how it looks, it helped performance enough to be noticible too.

Thank you for the feedback! sorry I did not see this for such a long time. I agree with the spike hitbox issues but there was little I could do as I was using trigger zones so limited to their default sizes, it was a fun first attempt with gbstudio and all the feedback is super nice of you so thank you again.

oops thanks for the feedback, I may do a small update to fix those issues.

I'm hoping to write up some how-to's soon, but the character is several segments like head, torso, arms, legs and coat tail, one thing to keep in mind is sprite limits in a horizontal row but for this little demo I didn't focus to much on sprite flicker fixes.

I at first used a bunch of animations but in the end I have the flame change to another sprite and just set position, honestly rather simple but it looks good.

I will likely explain stuff at some point, just before this release I had to change how some detection worked because attacking while standing was a little wonky, stuff like that makes me doubt myself so write ups take ages for me.

It's a 60fps swap between two animation frames with the actives spread apart equally between the frames, it looks best on a real screen since the slightly softer refresh helps blend the frames.

No problem at all!

thank you! I tried to be as forgiving as possible with hit sizes but some of them are just due to the square minimum sizes an actor box in GBstudio can be, but I have ideas for ways around that in the future.

I can see where the big bean might be misleading, I nearly took the timer mechanic out (at one point it was a clock) but I might look into it to see if another method might work.

Hopefully! can't give any estimates as I do not know when i'll have time yet.

Please feel free! it will be interesting to hear as i've replayed my own work for weeks, I could do with hearing from another perspective.

Hello all, thank you for checking out the Nakiti Generations game page and reading this post!

The latest update is nearly ready and will be here this June, I apoligize for the long wait, look forward to new bosses, new areas and a few twists and turns along the way.

I like to give a heads up when it comes to sales so this is exactly that, along with the new update I plan to run a sale for a few weeks to help spread the word on Nakiti Generations, also to help fund my time making this game a little more! 

Thanks again and I hope you enjoy Nakiti Generations and what's to come!

An update for Nakiti Generations has been in the works over winter and will be released soon, expect to see a lot of updated performance, improvements and many new features, areas, enemies and skills!

There will also be new screenshots and trailer with this update showcasing the new featues and content of the game.

Stay tuned!