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WIP  Boo's Treat Prototype Demo 2 Out
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WIP  Boo's Treat Prototype Demo 2 Out
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WIP  Boo's Treat Prototype Demo 2 Out
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[WIP] Boo's Treat Prototype Demo 2 Out
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#1
07-24-2020, 03:00 PM (This post was last modified: 08-06-2020, 03:13 AM by Pedigree.)
NEW Build to download, click HERE: https://forums.mfgg.net/showthread.php?t...4#pid28994

Download: https://drive.google.com/file/d/1Oni5QZ7...sp=sharing

Currently just messing around with coming up with fun movement/abilities for a Boo game. Check it out and let me know what issues you come across.

Known issues and to-dos:
  • If you tongue attack facing away from the enemy and the enemy touches you at all, it is defeated. I plan to fix this by making the tongue a separate object during the attack state, to focus the collisions more on the tongue itself.
  • Collisions with the block need to be refined and smoothed out.
  • Sound effects still need to be added for Boo's tongue and hide attacks.
  • The idle animation needs some work, the tongue is a bit weird in a few frames and isn't what I was going for.
  • Goomba's sketchy graphics are only for this test. If the goomba should be kept as an enemy in the future, this will change ofc.
  • Powerups to vary the gameplay will be tested out in the future to find out what works and what doesn't.
  • I still need to figure out what I'm going to do with an hp and lives system. Leaning heavily towards no lives and punishing player with coin and/or score loss. Let me know what you think about that.
  • Thanks to a suggestion from swoof, the tongue attack will no longer lock you in place but will reduce your speed and lock the direction you're facing in future builds.

[Image: Jf7zlV2.png]

Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. ✔️ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face ✔️ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. ✔️ will be in next build

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SuperSledgeBro
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#2
07-24-2020, 03:08 PM
(07-24-2020, 03:00 PM)Pedigree Wrote: If you tongue attack facing away from the enemy and the enemy touches you at all, it is defeated. I plan to fix this by making the tongue a separate object during the attack state, to focus the collisions more on the tongue itself.

Or, you can have the enemy check for the Boo's x position and image_xscale before dying.
[+]Spoiler
[Image: V4bzhla.gif]

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#3
07-24-2020, 03:14 PM
(07-24-2020, 03:08 PM)SuperSledgeBro Wrote:
(07-24-2020, 03:00 PM)Pedigree Wrote: If you tongue attack facing away from the enemy and the enemy touches you at all, it is defeated. I plan to fix this by making the tongue a separate object during the attack state, to focus the collisions more on the tongue itself.

Or, you can have the enemy check for the Boo's x position and image_xscale before dying.
Thanks for the suggestion, I will look into that.
 

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#4
07-26-2020, 06:47 AM (This post was last modified: 08-06-2020, 03:14 AM by Pedigree.)
https://drive.google.com/file/d/1M2YTXKx...sp=sharing

I have another prototype demo here. There is now technically a level end and four objectives to accomplish, though all of this is subject to change.

The following has been added/changed:
-Tongue attack has been fixed, so that you can't just walk float backwards while using it to kill an enemy behind you.
-Missing sound effects filled in.
-Temporary graphics put in place to establish aesthetic feel.
-Some minor fixes/changes in response to feedback.
-Four different types of objectives implemented. Do your best to uncover them all!
-Fully functional pause menu complete with an objective listing and an in-game help guide.

Let me know what you think. I absolutely need the feedback.

Screenshots:

[Image: OJwgWxz.png][Image: xVjkt0Y.png]
[Image: VBuDuR7.png][Image: PrInTqW.png]

Suggestions:
-Yoshin requested dinput controller support.
-Rebindable controls are requested by Yrr, they are already planned but that will come at the end during the polishing phase. Same with dinput support as well.
-Swoofy suggested after image effects to make the Boo look more ghostly.
-General effects during graphics polish.
-Swoofy suggested making enemies drop coins to keep your combo up. Great QOL enhancement. ✔️ Will be in next build.
-Swoofy suggested having the transition between levels be haunted paintings that unlock with enough candy.
-Maybe combos will be tied to progression in some way? Thinking on it.
-Idle animation 1: make a spoopy face ✔️ will be in next build
-Idle animation 2: playing game boy with the gameboo horror music playing in the bg from Luigi's Mansion. ✔️ will be in next build
 

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