Hi all, I'm back!
This time around I've gone back to the past and dug up one of my old friend's games from about two years ago. It was made in the same framework that I use now, but an older version. Now, it's coming back with a better mood, graphics, and more on a 3DS. All with their permission of course!
So, what's the deal? The original game as mentioned wasn't all that it used to be such as art style not fitting all the time and even the physics was sloppy. What will I do? I'm going to not just fix the minor problems, but give the game a general overhaul.
One thing to notice is the game looks quite nice. All sprites have either been redone to a single art style or are completely new to fit the style. Not only that, but why is the bottom screen blank? I'm surely going to use the touch screen for something as I normally do, right? RIGHT? Well, of course!
One of the new objects are pipes which will allow travel between the screens in a cool fade in/fade out transition, kind of similar to how New Super Mario Bros. (DS/2) do. Along with new objects include sensors which detect if the player has gone through it and toggle its linked object's input.
There is no set story/plot as of yet, and the game is still in its alpha stages so there's no rush for that. However, unlike the past two games I've made for the homebrew scene, this one will be a public alpha/beta. If you'd rather wait for release, that's fine. However, I'll try to do nightlies as I've managed to get some stuff done roughly every day be it a new puzzle element or map layout.
Want to actually see the development happen? You can also check out my game development streams on Hitbox.tv (same username, TurtleP). I'm not guaranteeing that I'll be online every night, but if you catch me streaming I hope you guys will enjoy the making of this game!
Github Page
Controls: 'a' to jump, Circle pad to move, 'b' to use objects
Latest Nightly: Jan 10, 2016
Changelog:
This time around I've gone back to the past and dug up one of my old friend's games from about two years ago. It was made in the same framework that I use now, but an older version. Now, it's coming back with a better mood, graphics, and more on a 3DS. All with their permission of course!
So, what's the deal? The original game as mentioned wasn't all that it used to be such as art style not fitting all the time and even the physics was sloppy. What will I do? I'm going to not just fix the minor problems, but give the game a general overhaul.
One thing to notice is the game looks quite nice. All sprites have either been redone to a single art style or are completely new to fit the style. Not only that, but why is the bottom screen blank? I'm surely going to use the touch screen for something as I normally do, right? RIGHT? Well, of course!
One of the new objects are pipes which will allow travel between the screens in a cool fade in/fade out transition, kind of similar to how New Super Mario Bros. (DS/2) do. Along with new objects include sensors which detect if the player has gone through it and toggle its linked object's input.
There is no set story/plot as of yet, and the game is still in its alpha stages so there's no rush for that. However, unlike the past two games I've made for the homebrew scene, this one will be a public alpha/beta. If you'd rather wait for release, that's fine. However, I'll try to do nightlies as I've managed to get some stuff done roughly every day be it a new puzzle element or map layout.
Want to actually see the development happen? You can also check out my game development streams on Hitbox.tv (same username, TurtleP). I'm not guaranteeing that I'll be online every night, but if you catch me streaming I hope you guys will enjoy the making of this game!
Github Page
Controls: 'a' to jump, Circle pad to move, 'b' to use objects
Latest Nightly: Jan 10, 2016
Changelog:
0.3
- Not gates
- Reverse inputs
- Delayers
- Delay inputs
- New box respawner graphic
- Laser
- Able to be blocked by boxes/crates
- Able to go to another level
- Box (re)spawner
- Map scrolling (X and Y)
- Boxes, Pipes, Keys, Doors, Fans, Buttons, Sensors, Teleporters, Signs, Pressure plates, spikes, dialogs
Last edited by TurtleP,