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handespair

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A member registered Jun 24, 2021 · View creator page →

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(1 edit)

[DAY 8] (Better late than never...)

Created the enemy from scratch, and that was a wonderful experience, learned a lot about collisions and my work got more easy.

- Updates:

    + Added a menu;

    + Enemy upgraded (With the help of How to do Enemy AI 2D - melee attack, turn around in Godot 3? Tutorial). Enemy can detect walls/holes and turn around. If the player attack from behind, it will turn around.

    + A basic health Item was added;

    + Player and enemies attack sound added;

    + Background music added.

- Next Objectives:     

    + Weapon change;
    + Working on better graphics;
    + Implementing a dialogue box system.


(1 edit)

[DAY 3]



- Update:
    + Enemies changing sides when taking damage fixed;
    + HUD fixed (Thanks to this tutorials: Godot 3.2: Let's Build a 2D Platformer!: Part 12 and Creating a circular meter using a single Godot Control Node);
    + Life bar updated;

- Bugs:
    + Enemy movement after taking damage can move him outside the screen (re-implementation seems necessary. Tried apply a knock back effect, and things don't went well, to say at least...).

- Next Objectives:
    + Weapon change;
    + Fixing enemy;
    + Working on better graphics;
    + Implementing a dialogue box system;
    + Adding sounds (Background music, enemies attacks, player attack);


It's very nice to see your progress. The game looks very fun to play already. About dialogue systems, they seem to be a pain everywhere.

[DAY 2]

Updates:

- Enemy (Simple enemy. His behavior is follow you and give damage in fixed area. When take damage, it goes back a little):

    + Enemy attack was implemented;

    + (Temporary) enemy life bar implemented;

- HUD (Heads Up Display):

    + Added enemies count.

- Player:

    + Punch fixed (Can punch to left now);

    + Player camera added.

- Bugs:

    + Enemy teleports behind you after taking damage from his left side;

    + New player camera breaks old HUD, needs changes;

    + Player don't take damage if stays in enemies hitbox area.


- Next objectives:

    + Fixing the HUD;

    + Fixing the hitbox issue;

    + Start working in the weapon change.

Relax. Sometimes is very hard to make things work, even the simple things sometimes give big headaches. Make updates if you feel like it, maybe someone can help if you already don't solve you problem yourself. I am using Godot too and was almost trowing away my computer over the jump function.

(2 edits)

This seems like a wonderful concept. Good luck on your game.

(1 edit)


[DAY 1]

For the first day I did a good progress overall. Was able to implement:


- Basic movement:  Walk Left, right and jump;

- Player change sprite with number keys (1, 2, 3 and 4);

- A basic scene;

- A working trap (the player take damage and get invulnerable for 1 second);

- A working life bar (if player life is 0, resets level).

Half implemented:

- A basic melee attack (The animation is on place, but there is no enemy yet neither implementation for causing damage).

    - The attack side don't change, you can just punch to right...    

Next objectives:

- A simple enemy (Will chase you on sight);

- Completing the attack implementation;

- Working on a better HUD.

(2 edits)

I want to make a game where the main character has to obtain upgrades to progress. The idea is fairly simple, but it come from a more complex idea:

The player start in the garbage dump

Player: A compacted trash

Default:

  - Movement: Walk right/left , jump
  - Basic Attack: Low range punch
  - Energy: 100
  - Without energy: Stops moving for 5s

Assault:

  - Buffs: Sprint with [shift]
  - Movement: default movement faster
  - Basic Attack: Fast low range punch (loses 15 Energy each punch)
  - Energy: 300
  - Without Energy: Loses buff + gets slow + recharge 10s

Heavy:

  - Buffs: Shield with [Space]
  - Special: Shield and root yourself on the ground for 5s, invulnerable
  - Movement: default movement slower
  - Basic attack: Very heavy low range attack but slow
  - Energy: 100
  - Without Energy: Lower defenses + recharge 15s

Sniper:

  - Buffs: More damage
  - Special: Long shoot, don't stop and cause double damage and:         - Assault mode: Shoots very fast non-stop, uses all energy available.
        - Heavy mode: Ignore enemy defenses

  - Movement: default movement
  - Basic attack: High range attack, stop on the first enemy (loses 20 for shoot)
  - Energy: 500
  - Without energy: recharge 20s

The above is what I worked beforehand (the story is obviously not included here, but there was one ), but I  come to recognize the complexity of just what is here (there is no enemies, or pretty much anything planned further than that). So, for this jam my objective is actually make a platformer game with the minimum of the concepts listed (Basic attack, fast attack, shield and a simple gun, no energy or whatever) with 3 or four levels and some basic enemies. If I am able to finish this, I will consider my first game jam a true success!


Game Engine will be Godot Engine. The art will probably be very simple, just some basic forms, so will be using mostly Inkscape and Krita for design and LMMS for audio, besides free assets.