screenshot club: share your game dev!

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You can now bounce off enemies you kill with the ground pound.

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Quickmet_016

(unlike the previous pic, this one’s going in the final game)

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bubble butt butt bubble double jump

placeholder SFX courtesy of Yasujiro Ozu

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oh hey there’s a whole subforum for game making wow cool how did i not know

anyways, i started messing around with the zx spectrum today and came up with a couple of things. one is a basic platformer, you jump and pick up stuff. the other is a shooter where you can fly around, but you have to hold up or else gravity takes over and you fall back to the ground, like baraduke or atomic robo-kid (or you know, jetpac, i guess). might keep messing around to see if i could make an actual full game with this.



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:fearful: oh no!
if it’s not too counter to forum policy could @moderators add a descriptive parenthetical like “share your game dev” to the thread title :relieved:

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sb culture if not policy has long been to make thread titles cryptic and hard to remember but yes, this is for the best lol

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new sb is confusing with a clarifying parenthetical it seems

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Title Screen

deadline’s tomorrow

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Took a few days to totally rewrite the Ghost logic so that its more tractable. Added bats.

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i’ve got a big public event next month and in addition to the game i’m planning on showing off i’m trying to put together a two-player-only, event-only tate-mode cooperative-and-competitive score-attack thing

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the spectrum stuff i was working on got corrupted and i am unable to fix them. despite that, i got back to work and have been doing a new project:

the plan is you collect all the items and move on to the next level. you also get a point bonus that depends on how much time is left when you finish a level. i’ll be adding new enemy and obstacle types, and having the collectables change when you get to a new area. i would mix and match collectables, but i keep getting graphical glitches when i do, and i would rather just do one item per area instead of spend forever pouring through code for something that’s pretty insignificant.

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The voice input system was really fly by night in the last version of the ghost game, so I’m working on an auto-calibration method that will hopefully make things feel more reliable. It feels really good to be much more confident with Godot this time around.

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my shit corrupted for the second time, and despite my better judgement, i just remade everything AGAIN. this time though, i’m making a new backup every time i save. if that somehow doesn’t work, then you’ll probably see me in the news because i did something violent.

anyways, i’m operating on about 4-5 hours of sleep because i’m pretty sure i have food poisoning, but i have a little video to post.

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Anyone who wants to send me a recording of themselves making ghost sounds (any room/ambience/quality is good, I want a broad sample) feel free. I want a lot of different voices to test against.

I keep forgetting I chose this as my placeholder background image lol

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The microphone input system is in place, but I’m still fucking around with the normalization.

For a palette cleanser I wrote a shader for this water effect today.

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