We’re changing the name of Super Retro Squad to Super Action Squad. If you’d like to learn why, read this. Most people don’t seem to like it, and that’s fine. I personally think it’s an awesome name, but I don’t expect other people to understand it until they play the game.
We’re also going to release the game in parts. To learn more, read this!
I wrote a gigantic FAQ answering a lot of questions about the game, so please read it if you want to know anything about what our experience has been so far. All of the links above go to the FAQ, but to different parts of it. Feel free to link to it if someone is talking about the game and is misunderstanding something. Feel free to also share it anywhere where people might be interested in seeing what it’s like to be on the other side of a Kickstarter.
It took me a million years to write the FAQ, so now I need to get back to working on the game. Bye!
Early on, you should decide on a game unit that is simple and intuitive.
I implemented sprite flipping in the level editor and game engine. The image above shows flipping on hill. Those are both the same sprite. I also built the first level of Super Mario Bros. There is a toad there because the story takes place after Mario beats Bowser, so he has freed the toads. Speaking of that… does […]
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]