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richardsonq003

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A member registered Apr 03, 2019 · View creator page →

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Dev Log (04-24-2019)

Today was interesting. I spent A lot of time perfecting Mario movement and jump.  I worked on getting his jump to be variable depending on how long you hold jump and I got his acceleration and deceleration working. 


Got the goomba coded in and sprited up. The code for jumping on them is a little wonky but works. Still need to put in their death animation. 

Dev Log (04-23-2019)


I spent most of today figuring out the manner in which I would implement question (?) boxes. 


At first, I played with the idea of using a object and switching sprite depending on the state of the object. That proved to be a fruitless endeavor, rather I began to focus on using a tile to represent the question (?) box. Then if the tile gets hit, create an instance of the question object which will play its animation then destroy itself. This seems like a much more promising avenue. 


I also worked on developing the user interface which is coming along.

Dev Log (04-22-2019)


MARIO: Today I worked on animating Mario. I got his run animation looking just about perfect. I also tried to get the slide animation working but I couldn't get my logic right.... 

LEVEL:  On top of that, I spent a good amount of time completing the level layouts. I have finished laying out level one and two. 


ENEMIES: I started uploaded the sprites and started the code for the Koopa Yroopa's. They are looking good so far, however, I haven't quite gotten ledge detection. 

Dev Log       (4-17-2019)

Today was an exciting day of development! I spent some time fine tuning the movement of my Mario object. I got his walking animation to look really close to the original, and I also got run functionality programmed into the Mario object.  


I worked on making a more complete and functional tileset, and laid some tiles for the level 1 room. The game is starting to take form in the way of a semi-functional Mario object and a accurate and functional tileset which will serve as the foundation for my levels. 


The next day of development I will work to complete the Mario object and start developing enemy object which mimic the orignal SMB1.


Looking forward to it!!

Development Log:    4/15/2019


The final stretch of developing DragonHeart consisted of touching up the game details. 

Sound was added to many events in the game.  We added sound to events such as enemy death, player death, shooting fireballs, etc. This helps the game to feel more immersive.

We also added win and lose screen which help the game have a more complete feeling. 

The win and lose screen also now have a restart option that allows you to restart the game if needed. 

Added lives that remain consistent through the different levels. 

Game play of levels was adjusted and critiqued to make the game as fun and challenging as possible. 

Added background graphics helping develop the world feel and levels. 

Wings Of Valor  &   Fire Breath item animations and powerups

This screenshot shows our new breakable blocks(purple) and treasure chest item!!

New background which compliments out level's theme!

New badguy which shoots!!

Day Five Development- Dragon Heart

Created a new bad-guy. He is designed to look like a knight with a gun, who is coded to shoot projectiles. This enemy will recognize ledges and not walk off them!

Added a 4 color blue background that compliments our ice theme. 

Developed a treasure chest item that will be located at the end of each level. Once you reach the treasure chest you will be moved to the new room(level).

Designed and incorporated animations for both our Wings of Valor and FireBreath items. The Wings Of Valor seem to shine with light, and the FireBreath item seems to burn. Helps the items standout and feel more valuable. 

Developed a breakable block object which is designed to look a little different than the collision tiles. This item will block off secret areas and allow players to access them after the block is destroyed. 

Today's development:


Today we added some animation to a dragons movement so that he flutters his wings when he is in the air.

Finished developing the floor bad guy so that it has gravity and will consistently stay grounded . 

Developed another bad guy who flies. He has horizontal collision so he will fly back and forth between an area.  

We added another power-up object called Fireball that, gives the dragon the ability to shoot fire when equipped in level (made is so you can only shoot once this power-up has been found).

 Graphically we added fonts and more custom tiles which help to build our levels further.

Tomorrow:

We will fully flesh out levels because most of our mechanics have been developed.


 Our game is going  to focus around the adventures of a baby dragon trying to survive in an unpredictable world .  We decided to use GameMaker as our game developing platform.  Our game will be a side scrolling adventure/ puzzle game, where you power up and gain more abilities as you progress. 

Today,  we deliberated on game design ideas and the development process.  We created the object for the dragon the player will control.  We also coded up the basics for movement for the dragon(gravity and jumping), and created different layers in our game room which allow  for 1) the creation of  ground and ceiling for the game  2) jump-thru platforms for the game.