Cute Patoots is a cheerful jaunt of colorful characters, cozy stages, and silly mysteries. See how nostalgic elements from games like Kirby and Mega Man fold into a dynamic adventure where cute meets danger!
Blast baddies!
Make new friends~
Get new skills?
And do a little dance!!
Come check us out on-line at: okipokigames.com
Like it? Hate it? Let us know at: [email protected]
Spacewing War 2 will be getting a new Demo at SAGE '23! That is, September 1st!
-Defeat great bosses
-Find odd secrets
-Level up your weapons
-And meet strange characters in this light hearted sci-fi tale!
-Available in spanish/¡Disponible en español!
I have also implemented a new Dialogue system, as you can see in the trailer. It may seem unnecessary for a Shoot 'Em Up, but I'm convinced it will help me greatly in narrating the story and giving depth to the characters.
This new Demo will make the old one (which you can find here: https://gamespneuma.itch.io/spacewing-war-2-demo-1) very much obsolete. I will keep the old one up anyway, but the game has evolved a huge, huge lot since June!
It's not quite Saturday, but I expect I'll be busy tomorrow so I want to note down my progress for this week today! I thought it wasn't all that a productive a week, but now looking back on it, I think I got a fair bit done.
First things first, I have imported a more detailed map version into the game. This has majorly improved the look of the whole game so far. Whilst the map is immensely time-consuming, it's much better to have some plantlife and texture, and with the in-game lighting and particle effects the whole thing really comes to life!
Here are a few screenshots:
As you can see in some of those screenshots, I've also started toying with a new Player sprite. I'm not super happy with this new version yet - my partner finds him far too edgy (I don't mind that), but the sizing maybe still feels a little off, and the character looks a bit insignificant in the scene.
I might still try to give him the same proportions as the old models had, with a larger head, but I worry that would cutesify it a lot. If anyone has thoughts on that, I'd love to hear them!
Next, in no particular order, other bits of progress made:
Implemented a very simple cross-hair minigame so that the player has to DO something when he wants to construct upgrades or chop wood.
Added wood chopping.
Doors can now be locked between certain hours and on certain days. This will be very useful for stores with opening times. I've also implemented a simple description box to read out simple descriptions and notes around town.
The dialogue system has slightly improved - I have no changed the script so that I can pass a script and various arguments to the textbox, to run automatically when the dialogue is finished. This means at dialogue end I can now initiate quests, give the player items, or set a boolean, rather than having to do this in the object BEFORE the dialogue, which never felt quite right.
I added a weatherstation that reads out tomorrow's weather and temperature. It also has a rotating thingy on top that I really like. The rotating thingy rotates faster when the weather is windy.
Added randomized temperature - the beginnings of calculating how warm Child will be at home, and whether the Player will need to hasten to light a fire for her.
Added the "Windy" weather condition. Leaves blow across the screen, and as I add things that have a moving element, they might move more quickly in this weather. It looks pretty good! I like it a lot!
I overhauled Child's Gift-menu a little. She has a few sprites now that actually look like her, but they're not yet in a render style I like. Just vague sketches. Also I don't actually like the look of this menu at all now :,) maybe it's the inventory that needs updating for this screen, or maybe the feathers are just no good.
And one final, tiny victory is that I toyed with the new gamemaker string functions. Using string_starts_with() I was able to style my interaction prompts. I'll be able to display future special prompts as red for now, though I'm sure I can add cooler effects as I progress. This will make it a lot more impactful for the Player to start to take notice of unexpected interaction options.
Posting some new dodge and attack abilities our game RNR. It’s going to be utilized in the dodge event system as well as in the survival and king of the hill mode.
I'm planning on joining @myfirstgamejam (runs July 22-August 6) which means if everything goes like it should I could have a working prototype/demo (using GameMaker2, tentatively) in just a few weeks! Which, uh, means I should probably stop making new concept art and actually figure out which things are actually going in there. Any favorites?
Except!! Doomsday simulator, which was made in pixel game maker mv, one of the online ones with construct 2 (just the online version tho) and fight in the mind in MUGEN
Showing off some gameplay for the upcoming #videogame #RNR. RNR is a procedurally generated endless platform runner with RPG mechanics! We're still tweaking tile generation at the moment.⠀
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Been working on this guy for a couple of days now, still needs a lot more polish and animations, but he is a good example of what we might see in GLITCH.IO
I am at it again, back in the zone, coding four hours a day if I can manage it. As always I've chosen a project for myself that is far beyond the realm of possibility for me to ever finish, but this time I am really trying to just enjoy the ride and learn a bit more along the way.
Since all my project ideas seem to roughly focus on the same ideas or gameplay, everytime I start a new project I can come back to an ever-growing library of systems I have coded and jump right back in.
I'm excited to document my progress because sometimes I do get a fair bit done!
Right now I am working on an RPG in which the Player will be charged with the well-being of a little girl in a town that deeply distrusts them. Impoverished, and strangely alienated by humanity, the Player will have to do their best to scramble for food, money, and friendship.
There has been too much undocumented progress for me to really go into all of it, but here are the key achievements of this week:
Weather:
Whenever my day cycle hits six in the morning, scr_daybreak() is activated and randomizes the weather for the next day. This way, I always have one day predicted ahead of time. A new weather manager now starts and ends various weather effects come morning.
This includes Fog:
And Rain:
And simple sunshine.
Trade:
It's not at all looking pretty yet, as I am using a lot of placeholders, but I now have a simple trade menu based on money. There are a few bugs to iron out, but right now the game supports that traders have one item tag they sell and buy. For example, "Food". The Player can therefore only sell food items to this vendor. Money changes hands, you walk away with objects - the very basics are covered.
In future I want to:
Make it so a trader can support more than one item tag, as each item might have multiple tags associated with it. For example, chocolate is both "Food" and "Gift" and could be found in a food shop as well as a gift shop.
Add the items we sell to the shopowner back into the shop, at the higher retail price.
Balance the prices. I plan for Player reputation to affect prices, and each merchant has their own premium. Right now, all items are under 40 coins, so the percentage premium is not very noticeable.
Update the whole UI, add item descriptions, and a hover effect that tells the item's retail value, etc.
Take Care of Child:
Child now has a basic "Gift" menu that incldues their hunger, thirst, warmth and social stat. The player can feed the child food and drink items, some of which cure a little hunger and a little thirst.
Warmth:
I intend for warmth to later be linked to the state of the home-base (broken windows, carpets), the fire in the room, and the season and weather. I have not even begun to do that yet, though it shouldn't be too difficult when I get around to it.
All the Player can do, for the moment, is open the Hearth Menu, select a type of fuel from their inventory, close the hearth, and light it with a match from their inventory. Different fuel types have different burntimes, which already accurated tick down, so the fire goes out.
On top of all this, here's a brief overview of what's already implemented at least in a functional prototype fashion:
Containers and Inventory. Player can stack items, switch items, split item stacks to take only one item at a time. This works not just across the inventory but also across containers of various sizes, such as the wardrobe or a chest.
Depth sorting (with a few annoying but manageable caveats)
Generate lootable bins. Bins outside generate different loot once a day. Still a lot to do on this to balance it to be less rewarding, and there's also an unknown bug ghosting around.
Room permanence. When you leave and enter rooms, the lights stay on, the fire stays on, the containers maintain their contents, etc.
Lighting. I have FINALLY found a script to convert X and Y positions in the room to GUI x and y. This has allowed me to follow a shader tutorial by Gaming Reverends Dev Corner and implement an overlay day and night cycle shader with coloured lights that now actually stick to the object's position.
"StarStabber Zirc" is an in-progress side-scrolling 2D shmup with collage graphics: you play as Zirc, a purple hand on a rocket engine out to reclaim a stolen donut from the evil Generalissimo Repugnante of Planet Slimeozoid. Here's the hook: instead of the usual lasers and such, all you get is a knife. The inventory grows a bit as the game progresses with a few different tools, but for the most part you're going to be stabbing your way across space, fighting giant bosses and solving bizarre puzzles if you want your donut back.
Master tag list:
Enemy design: common fodder up to bosses
Level design: stages and non-enemy hazards
Game puzzle: specific challenges requiring something besides stabbing
Game design: player items, powerups, interface, sound/music
For now all the images here are concept art; initially I was collaging together whatever I needed, but the goal is to use a combination of public-domain sources and my own photos, doodles, and pixel-art. As for making the actual game, I'm currently taking two courses on learning the game design program Unity and have previously looked at GameMaker2 and GBStudio, although this is my first time trying to build an actual game and the more I learn the more I think I want somebody else to handle the technical side.
Space Bugs is a topdown sci-fi shooter filled with guns, blood, and bugs, where you play as a six legged spidery death machine attempting to rescue a bunch of Sciencybois (who are totally innocent btw) from an evil hive mind.
Use a wide range of guns and power ups to blast and smash your way through your mission before it's too late....and there are no more sciencybois left in the whole universe!!
In the mini demo you will face one of the Hive Queens, her offspring and an assortment of other Space Bugs whilst travelling through the dark and unwelcoming world of 'cool name coming soon'
In the upcoming releases there will be a wide selection of guns and power ups and many more levels to blast your way through...