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I know I haven't posted in a week and a half, but I've got a lot of progress done on Lune. Here's the skinny:
- The Robo Rest stage and E Boss battle are completely functional, as is the new power teaser that happens at the end of the battle.
- I'm about halfway through adding sound effects, and the music is entirely for an alpha, which brings me to the main reason for this post:
- I'll be releasing an alpha on Newgrounds (and maybe Kongregate?) of the tutorial and Robo Rest stages this Friday, the 31st. I'm happy with how I've grown as a dev since E. Den, and I'd really like to get your feedback on Lune to see if it's something that will prove worth my (and your) time.
For more frequent updates, follow me on twitter!
P.S - Here are some screenshots (spoilers?):
Learning to shoot!
Fully charged attack.
Fighting the boss, yo.
Don't step on them spiders.
Mecha-Rhinos get unspeakable joy out of injuring you.
Don't get spit on by the string snakes.
Duking it out with E Boss
GOT THE BEAM FIRE WORKING!!
Also figured out how to make a higher FPS .gif, but it's in alvin & the chipmunks mode for some reason.
WILL DO BETTER NEXT TIME!
So it's been a bit since I've posted a Lune update.
I've been playing music out a lot this week, so I haven't really had a chance to get too much done, but I did add in EBoss's Floor Shock attack and implement damage taking for three of EBoss's attacks today. Not too shabby considering I'm running on 4 hours of sleep. Here's a little glitchy clip of Lune gettting its ass kicked. I promise I'mma figure out how to make higher FPS gameplay .gifs soon.
Anyway, tommorrow it's on to implementing the final attack, a charged beam:
After that, I get to add in the damage taking for the EBoss, spruce up some of the earlier graphics, chuck some sound effects in, and I'll release an alpha with the tutorial stage and the first dream stage!
So I got the Electric Boss's first attack functioning!
Here's a little .gif (in slow motion, for some reason) of the action!
Also of note, I came across an artist who's letting me use some of his music under a Creative Commons license, check out his music here! 20 points to the person who can guess what the Electric Boss's theme is! (It's on his soundcloud.)
ANYWAY! It's late-o'clock. That means it's bed-time for me tonight, and tomorrow, I'll get to work on the pursue attack!
Good Night! (Don't let the spiderlings bite)
It's 3 AM here in New York on the 4th of July, and I'm about to go to bed.
First, I wanted to share a screenshot with you since it's TEEECHNICALLY Saturday, and screenshot saturday is a thing!
Shoved that E-Boss into the game, and set up his stage. The smaller platforms slide back and forth beneath their respective larger platforms.
Going to be a hectic day tomorrow, (today) but I'll get to working on finishing up the boss programming Sunday, maybe next week.
Then It's on to sound and music!
Happy 4th, all!
I've decided to keep a sort of dev-log for Lune, and this is a pretty easy place to put it! So every night after wrapping up whatever I'm doing, I'll put a little blurb here about it.
Lune: Nightmare Time:
So the game is a 2D sidescrolling platformer, which draws inspiration from classic console games like Mega-Man, Chiki Chiki Boys & Battletoads. You play as Lune, a creepy nightmare spirit who's tasked with haunting the dreams of children. In order to get into the children's dreams, however, you have to traverse the dreamworlds and conquer each child's boss dreamcatcher.
Anyway, I've been working on making the Electric Boss animations, and I think I've just finished all of the ones I need tonight. SO!
I'm going to share a handful of them with you!
This is E Boss! When you meet up,
He taunts you and throws spiders,
chases you with laser beams,
shocks the platforms you stand on,
charges his green beams, (heh. Vegetable pun)
and fires them at you!
All of these beautiful skills will be used (in no particular order) in every effort to evaporate Lune, and prevent it from scaring the children! Will you be able to emotionally scar the haunted children for life, or will you fizzle out into nothingness?
Stay tuned! (For more frequent updates, follow me on Twitter!)
Wow. I can't believe it's been over a year since I released E. Den. Time's a weird thing, and it has a distinct way of getting away from you. A lot has happened for me over this past year, and It's occured to me that I ought to be more active on newgrounds, and that though I've started (and put on hold) numerous projects, I ought to really focus and put something playable out again, so here's an update of what I've been up to in the past year:
Paint it RED!!:
I started making a multiplayer fighting game called Paint It RED!! Each player is a stick figure wielding a giant sword! It featured combo moves, dynamic health-tracking, and attack parrying!! It's more a prototype/proof of concept thing than a playable game, BUT I learned how to implement controller compatibility, AND multi-player! Development is currently on pause for a later date. Here's a sword swing!
Another project I started working on is called Were-Banana. It's a stealth/beat 'em up game where you're a banana were-wolf who has to slaughter fruit without getting caught! I learned a thing or two about developing enemy AI, battle conditions, and my pixel art is definitely improving! Were-Banana is also put on hold for now. This is Were-Banana's transformation:
The New Kid:
Yet another project I've been on a work-hiatus from (sensing a theme here?) is an action RPG called The New Kid. You're an elementary schooler living in a boring neighborhood when a new kid (read maniac-genius child prodigy) moves in across the street from you. Through an awkward encounter you become his lackey, and he entices the neighborhood children to battle it out in his backyard modern-day colliseum.
It's got character and weapon customization, an intense storyline, and a ton of wacky humor. It'll feature a job tree with at least 28 classes, in four different trees based on weapon category (Blade, Axe, Pole, and Claw). This is so far the most developed out of all of my current projects, since I've got the GDD fully written out (a whole marble notebook full), however it is definitely the furthest out for being playable, as it's definitely the most involved game I've come up with, and It's going to be full-length. I think it has the best potential out of everything to be released on steam as a purchaseable game, but for now development is on hold. Anyway, here are a few bald, nude, faceless, genital-less child-fighters (actually just their skin):
Axe Squire Combo - Shovel EquippedClaw Squire Combo - Boxing Glove EquippedPole Squire Combo - Hockey Stick EquippedSword Squire Combo - Toy Sword Equipped
Sometime around February or March of this year my (then) girlfriend of almost 4 years and I broke up. I took a bit of time to regather myself and figure some shit out. I spent a lot of time writing music and playing live, and it took me a while to get to a place where I could sit down and focus on some game-dev. Most of my old projects just brought my mind back to her, so I decided to start something new, and Wart was born.
Wart is a game where you play as a tiny mushroom in a BIG world who isn't quite content with just sitting around in his loam, and asks too many questions. His buddy Barry believes that wart thinks too much, and constantly tells him to just stop asking questions, and to focus on doing what mushrooms are supposed to, which is sit and idle, until they die. One day an equally tiny mushroom named Fae speeds by Wart and Barry. Barry gets upset and confused by the fact that she has legs, and wart decides to grow them, get up, and walk. Maybe after her, maybe not.
It's an exploratory platformer that focuses on visually pleasing graphics, rich worlds, and a narrative told by the existential conversations Wart has with the zany mushrooms he comes into contact with. This is also on hold (surprise, surprise)
Lune ~ Nightmare Time:
And FINALLY, the game I'm CURRENTLY working on is called Lune: Nightmare Time. In it, you play as a nightmare spirit haunting the dreams of squeamish children. In a megaman-like sidescrolling/platform fashion, Lune travels the perilous, and sometimes charmingly goofy terrain that is dreamworld. Each dream level features a Dreamcatcher for a boss which Lune must conquer in order to thoroughly terrify the child who's dream it inhabits (Lune ain't got no gender, yo, it's a lumpy ethereal scare-spirit!). It's a pretty big undertaking, and I do have a real job which takes up most of my time, but I'm planning on having a demo with the tutorial stage, and the first of 6 levels out hopefully by the end of July. GOTTA GIVE MYSELF THEM DEADLINES! Here are a few sprites:
Bunny enemy getting his fluff removed.
Mecha-Rhino thinks you're funny.
Boss-Catcher charging a laser.
Electric Boss getting all zappy
Anyway, thanks for sticking with this and reading all the way through, those of you who have. Again, I apologize for being away for so long, but I'm getting back into it. Expect more soon! If you want more frequent updates, be sure to follow me on twitter! @TheCrabRabbit Anyway, STAY TUNED!