Made a game for my daughter.
Posted: Thu Jan 19, 2017 12:39 am
This is the first thing I've made that could be considered an actual game. I made it for my girl, she's 4 and loves messing around with my old NES games.
Its kind of a Mega Man clone. I'm having a blast writing it. It forced me to learn how to do basic pixel art, but it has highlighted the fact that I have no idea how to design levels or sound and music.
Anyway here it is. Feel free to let me know what you like or don't like about the gameplay. Seeing as that's all there is. Also, any tips for how or where to learn to make chip tune style music and sound effects would be awesome. There is some opengameart music in there but I muted it, and will be replacing it with original stuff as soon as i learn how to make it.
Controls
movement: w,a,s,d
action1: j
jump: k
start: space
select: tab change weapons from a regular bubble to fire bubbles.
quit: q / esc (to be changed or removed later)
debug: f1
fullscreen: f11
reset: f12
Controls can be remapped by pressing select at the title screen.
Level select is tuned on at the title screen to help with level testing.
Will be removed later or kept as a "cheat code".
********updated build********
I'll be tagging them with a (year month day) to keep track of updates.
Update 2017-05-27
- complete GUI overhaul
- enemy spawners
- level work
- sub weapon system
- dragonflies (candles from Castlevania)
- enemies have a chance of dropping health or sub weapon energy
Update 2017-09-25
Its all but a full game now.
- 16 levels over 4 acts
- A Boss Fight
- Music by Eric Skiff http://ericskiff.com/music/
Working on
- Re arrange the music
- Refined Sprite work, give each enemy a more distinct look.
- character select; just palette swaps and a “prince”, the kid likes picking from the different colored princesses, I might connect the palette swaps to the different sub weapons like mega man.
- general balancing
item drops rates
enemy damage and placement
etc.
Its kind of a Mega Man clone. I'm having a blast writing it. It forced me to learn how to do basic pixel art, but it has highlighted the fact that I have no idea how to design levels or sound and music.
Anyway here it is. Feel free to let me know what you like or don't like about the gameplay. Seeing as that's all there is. Also, any tips for how or where to learn to make chip tune style music and sound effects would be awesome. There is some opengameart music in there but I muted it, and will be replacing it with original stuff as soon as i learn how to make it.
Controls
movement: w,a,s,d
action1: j
jump: k
start: space
select: tab change weapons from a regular bubble to fire bubbles.
quit: q / esc (to be changed or removed later)
debug: f1
fullscreen: f11
reset: f12
Controls can be remapped by pressing select at the title screen.
Level select is tuned on at the title screen to help with level testing.
Will be removed later or kept as a "cheat code".
********updated build********
I'll be tagging them with a (year month day) to keep track of updates.
Update 2017-05-27
- complete GUI overhaul
- enemy spawners
- level work
- sub weapon system
- dragonflies (candles from Castlevania)
- enemies have a chance of dropping health or sub weapon energy
Update 2017-09-25
Its all but a full game now.
- 16 levels over 4 acts
- A Boss Fight
- Music by Eric Skiff http://ericskiff.com/music/
Working on
- Re arrange the music
- Refined Sprite work, give each enemy a more distinct look.
- character select; just palette swaps and a “prince”, the kid likes picking from the different colored princesses, I might connect the palette swaps to the different sub weapons like mega man.
- general balancing
item drops rates
enemy damage and placement
etc.