February 5th, 2012 - Videos
I finally figure out what to do and make my way to the next dungeon, but I don’t enjoy my experience and consider ending the playthrough.
February 4th, 2012 - Videos
I get frustrated since I can’t find where to go. It turns into a montage instead of a “Let’s Play”.
January 8th, 2012 - Videos
Jay gets the boomerang and makes his way through the sewers with Zelda, eventually arriving at a church.
December 21st, 2011 - Videos
Jay finally gets a sword and takes revenge on the guards.
December 12th, 2011 - Videos
Jay continues searching the guard house and finds the big key. He faces many frustrations, lots of backtracking, and a few cheap deaths.
December 7th, 2011 - Videos
Jay navigates the treacherous caves and sneaks into the guardhouse. Still without a sword, he uses pots to defend himself
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 […]