Thanks ^^
Still working on my recording setup (using Obs, Kdenlive).
Candy Corn no longer replenishes flight juice, but sparks do. They respawn after a short while.
the Super Metroid engine has a subsystem for actors that interface with the level tilemap (as opposed to enemies, which are sprites). (the community refers to them as “PLMs” (“post-load modifications”) because that’s what they called them on IRC back in the day.) they are used for a wide variety of things in the game, from items to doors to scroll triggers to vileplumes, etc.
I decided to make one that acts as a trigger to change the liquid surface height:
I was kinda dreading getting all of the pieces for this set into place, but it turns out the code for the scroll triggers was generic enough that I could just call those functions to get 90% of the way there with no problems. Sometimes software is… good (?)
I’m making a game that seamlessly blends narrative and “combat” with conversation choices chosen by card play.
dude sick. is your stuff hosted anywhere?
Thanks! The above demo isn’t live, but it’s called Twilight Tower 2, and the first Twilight Tower is available at https://boz-float.itch.io/
How about you?
nice i’ll check those out. all my crap is here. it’s been kinda quiet of late cos of work, but i’m technically still working on nth… slowly…
Wow, this looks super cool!
I’m going to re-use the Ghost’s feet for this little guy:
It is surprisingly hard to conjure up enough Halloween flavored iconography for all the monsters doodads and geegaws the game needs, especially when comparing that list against what I can imagine myself plausibly rendering via pixel art.