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toastsharkgames · 15 days
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May 13 and 14 2024
planned out the block puzzle
made drafts of the block puzzle
drew a sketch of the day-and nightime map for the block puzzle
put together the code of the blocks
drew new tiles for the maps that fit this area
struggled waaaay to hard with drawing a bunch of logs
added details of the area
play tested the block puzzle
despaired over the 10 actors limit because its a block puzzle
finished daytime map for the block puzzle
made a working block puzzle
it is 2:27am
my hand hurts
aaaaaaaaa
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toastsharkgames · 17 days
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I‘ve seen people date their posts, so.
May 10th 2024
(aka a recap of yesterday)
tweaked color palettes of maps. Using different colors was a cool idea but looked too incoherent. Every screen now uses 1-2 palettes to keep the feel of a monochrome aesthetic.
Olive’s sprites had to be redone. Added new direction sprites as well if you talk to her from the side while her hood’s up.
as previously seen, added VASES! (…they can’t be broken though :<)
"wrote” code to use triggers in place of actors where they would only be used for flavortext and nothing else.
WIP: logic of the scene that plays out when meeting Olive for the first place.
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toastsharkgames · 19 days
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SHOP! Will probs at more stuff (I'm thinking lights and rugs or maybe a chest somewhere) but this is the base at the very least! Hopefully the vibe of an adventurers' shop comes across!
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toastsharkgames · 22 days
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Woods area tiling complete! (Found out how to hide layers while making the second pic)
you can climb on rocks by interacting with them :3
OLIVE has her own sprite sheet now - only AQUA and BLUE left
added secondary way to solve the block puzzle, if one searches for it (and remembers to check out all the flavor text) :>
Added extra flavor texts and sprites to accommodate the alternative solution
finally figured out how Sprite palettes work; in the process of assigning them correctly to everyone
Previously:
added new sprite + animation for MAGENTA for an optional short "ingame cutscene" that plays when selecting a certain dialogue option
finally fixed YELLOW‘s animation for going back to sleep lol
Upcoming:
REALLY gotta figure out how to make the nighttime song less grating on the ears after a while. It‘s the long notes I think
find out how to make a good daytime version of said song (that isn‘t giving rpg monster encounter)
continue working on quest-dialogue of characters whose quest isn‘t the one currently in process
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toastsharkgames · 22 days
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Using color mode to make the clearing appear like it's hit by the sun while the trees are casting shadows. Not sure if I like the blockiness of it, and maybe will limit it to only the surrounding border trees, but it certainly looks more intersting this way!
Plus, when you step into the "lighted" areas, your sprite palatte changes too - as if you were under a shadow! :D
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toastsharkgames · 23 days
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Sorry I just needed Shimtex Gamedesign to exist on my blog. This is the mood of this entire endeavour tbh XD
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toastsharkgames · 23 days
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QUEST LOG: PLANS
•"Take wood“ quest is officially switching places with "get flower“ as the one that involves a pushing blocks puzzle. It just makes more sense for the quest from the local forest cryptid to be about pushing fallen trees away, than from the local lake cryptid.
Optional: if you interact with the sword decoration at home while this quest is active, you can take it with you, to smash the wood to pieces instead.
O2: if you interact with the shopkeeper while Woods is active + dialogue option "An axe works too!“ was chosen during Letters, he‘ll comment on that.
•"Get flower“ is still the goal of said lake crypid, though the premise needs to change. I‘m thinking about making this quest (flower) a conditional one that needs another to be completed first (wood). Those two are also intertwined in their character stories, so it fits.
If Flower quest doesn‘t get its own gameplay, it‘ll at least get a cutscene of you three searching through flowers to find the right one. Otherwise, might be a trading quest.
•"clean beach“ has become "get necklace“ for now. The beach is also a cliff above the sea now. The quest is planned to only be accessible during night time - (except for the last day).
During daytime, the water is too high, so [BLUE] can‘t go down to search for it. He’ll instead hang around town. For days in which the quest isn‘t finished, [BLUE] appears slightly distracted during the day. If his quest is the last one, he also becomes noticeably sad during daytime, and the quest can be initiated right then and there. This is to prevent accidentally getting locked out of it by sleeping, and therefore skipping to day 7 without realizing it‘s a nighttime quest.
Might involve a jump n run passage, like originally planned before it was scrapped for the "clean beach“ quest of just pressing A in front of a bunch of stuff. Or, if I still can‘t make the physics work well, quicktime events to simulate climbing instead. Like the dancing minigame of the gorons in Legend of Zelda Oracle of Ages.
Alternatively: Quest is always available during daytime, but the tide is high and only goes down at night, revealing a hidden cave with the necklace in it. The for the player is to search for the necklace across the entire map and then realize that this is In Fact a thing that happens.
…might also contain a jump n run passage; just inside the cave this time.
•"help shop“ might switch from setting sponsored decorations up, to setting ad flyers up. If that can‘t happen because of actor limit, instead make it a "get ingredients across map for potion“ quest. Or a trading quest. Or both.
Trading quest only if "get flower“ isn‘t a trading quest after all.
•Second half of "Find book" quest now happens at home. Or the 2nd floor of the library doubles as an inn/community space with a kitchen ig. We‘ll see how the tile and actor limit react/if I can circumvent it again.
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toastsharkgames · 26 days
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The draft for the task list. It can be opened from anywhere by pressing Shift and completed ones will get a checkmark. This was pretty much the first custom screen, and since then the tasks changed a bit. So the names aren't 100% accurate, or simple. The very much mundane TASKS being called QUESTS is on purpose though! :)
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toastsharkgames · 26 days
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she movin' lmao
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Looking goofy but it does its' job. Anyways, that's the PC for the game! Might change it up again, but for the time being, this'll be their sprite.
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toastsharkgames · 27 days
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TOWN!
It took me. Way too many days drawing those tiles and arranging the map in a way I like. I even had to take out details to fit the tile limit. But, this is the town! The main part of it, anyways. Each path leads to a subsection or area outide of it. It's not the biggest, but for the limited amount of interactable characters, this seemed like a good enough size. Didn't wanna put too much backtracking into this.
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toastsharkgames · 27 days
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RF (placeholder name .w.)
The great evil that poisoned the land and threatened the kingdom has finally been defeated. Now, back in your home town and without any world saving left to do, you‘ve started to feel a bit lost. It also happens that next week is a holiday - the first of the year, and the first after the world almost ceased to be.
But with things to do and plans to change, it looks like you will be the only one to celebrate this year…unless someone helps your friends with their problems before the faithful day.
Or; A small game where you help the folks in your town with different tasks so you can all enjoy the holiday at the end of the week, with a bit of fantasy flavor on the side.
Made with GBStudio!
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