What should I call this adorable little platformer?
Posted: Sat Nov 20, 2010 10:51 am
Been working on this for a few hours...
Before you get all excited, it's not a free-roaming platformer. The player is restricted to tile-based movement for ease of coding.
I created it in the style of the original monochrome Gameboy for simplicity. And I hope to stick to that. It stays true to the 4 color palette and the original resolution (160x144 doubled). The font is based on the real thing.
I am especially proud of my simple yet functional player character, whom I haven't named yet. And the spikes with the blood on them.
I plan on making it full of traps and enemies as the game goes on. Plans include: Falling spikes (Already done!), spinning saws, conveyor belts to take you to the saws, crushing ceilings, crushing walls, collapsing floors, when time runs out the level will fall apart instead of just killing you.. When the spikes get ready to fall they shake first like they do in every other game with falling spikes. So cool.
I haven't decided whether I want to make it one big world with connected screens or level after level. I'm leaning towards making it one huge place. The goal right now is to make it to the exit for each room. But you can't fall more than 3 tiles. 4 or more and SPLAT! You dead!
The story will be a simple "Boy loves girl, girl gets kidnapped, boy must save her" fare.
I may add a secret "Game Boy Color" mode for when you beat the game where all the graphics will become colorized in the style of old GBC games just as a bonus. Graphics will stay simple, but be more colorful. Maybe a GBA sequel will follow with the play field being 240x160 instead.
I just need some classic Gameboy-style sounds and music.
I have no name for it yet. But I do have a sort of goal for what it will be.Before you get all excited, it's not a free-roaming platformer. The player is restricted to tile-based movement for ease of coding.
I created it in the style of the original monochrome Gameboy for simplicity. And I hope to stick to that. It stays true to the 4 color palette and the original resolution (160x144 doubled). The font is based on the real thing.
I am especially proud of my simple yet functional player character, whom I haven't named yet. And the spikes with the blood on them.
I plan on making it full of traps and enemies as the game goes on. Plans include: Falling spikes (Already done!), spinning saws, conveyor belts to take you to the saws, crushing ceilings, crushing walls, collapsing floors, when time runs out the level will fall apart instead of just killing you.. When the spikes get ready to fall they shake first like they do in every other game with falling spikes. So cool.
I haven't decided whether I want to make it one big world with connected screens or level after level. I'm leaning towards making it one huge place. The goal right now is to make it to the exit for each room. But you can't fall more than 3 tiles. 4 or more and SPLAT! You dead!
The story will be a simple "Boy loves girl, girl gets kidnapped, boy must save her" fare.
I may add a secret "Game Boy Color" mode for when you beat the game where all the graphics will become colorized in the style of old GBC games just as a bonus. Graphics will stay simple, but be more colorful. Maybe a GBA sequel will follow with the play field being 240x160 instead.
I just need some classic Gameboy-style sounds and music.