ANIMOSITY (Deadly_Smile)

By staying completely still on the X axis dashing will switch to where the player is facing instead of how they are moving

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Devlog #3

July 12th, 2024


Today I added some new movement options and will be planning to add more. Level 2 is still in development since Flowlab keeps crashing when I try to implement a GIF.

Instead of dashing upwards it has been changed to a super jump which will take 2 stamina points away. If you happen to try and super jump with only 1 stamina point then it will freeze you in place where you will be vulnerable to enemies. It can be performed in the air but it’s more powerful when on ground.

Punching pushes you forward and does more damage based on speed and weapon weight. The heavier your weapon though, the less powerful of a push the punch will give.

(Oh, I also made a new dash system where if you stay still on the X axis you can dash to where-ever the player is facing since now the player only faces left and right according to where the mouse is)


What’s planned

Being able to grab and throw enemies, along with that being able to slam them down into the ground to kill them to make a slam AOE attack.

Weapons that aren’t guns


Bugs-

  • Boosting will not happen when pressing shift whilst moving,

I don’t have anything extra to say except that designing Level 2 has been a PAIN.

pings

@Deadly_Stars @ManiacPumpkin @DWGAMEMASTER @BradenS @John_Shrekinson

note- I might edit this devlog in case I forgot to mention anything else

4 Likes

Game is still in development, but I’m thinking of redrawing everything as my drawings skills have improved.

Redraw everything in a new artstyle?
  • Yes
  • No
0 voters
pings

@Deadly_Stars @ManiacPumpkin @DWGAMEMASTER @BradenS @John_Shrekinson
(sorry for pinging you DW even though you already voted)

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Alright I am going to redraw everything in a new artstyle and in a new color pallet instead of pineapple (it will be pico-32 I find it better since I’ve gotten used to using it now)

3 Likes

image
New player sprite, any thoughts?

Old Player Sprite:
image

what I really like about the old player sprite is that the legs were one pixel so making a run animation was no trouble

the new one though…

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Wow, the walk animation wasn’t actually that hard.

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I’m planning on making a new weapons inventory system where if you find a weapon, you keep it for the rest of the game and you’re given this menu at the start of every level to pick 5 weapons to bring in. Only problem is I don’t know how to make this after deleting the original weapons system. I’m still going to try to make it though, I also asked DW for help in a dm.

3 Likes

Upgraded the base speed, boost power, and jump height to the mask loss speed, boost power, and jump height and upgraded the mask loss stats to something even higher since I felt too slow compared to the mask loss stats and this game is fast paced

2 Likes

image
New enemy that shoots projectiles at you that are supposed to look like rocks.

You can

  • Destroy the rocks by shooting or slamming them
  • or Deflect it by punching it

I’m thinking of adding some form of parry to this game, maybe with the Z key but I don’t know what to make it look like.

3 Likes

Make it some kind of effect on impact, then ease or animate it out. Like a single, bright, solid colored skull gets bigger with ease and then disappears. The effect should spawn right where the thing was parried (skull is just an example, it could be any shape). It would be emitted or attached

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MAURICE.

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Oh my god… you’re right… I didn’t even notice lmao
I was going off the eastern island statues
and also the kabu enemies from kirby

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:moyai:

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:moyai:

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Maurice

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:moyai:
vfjhcvhgvghv gj

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i forgot how to hide text but vfjhcvhgvghv_gj is very important

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you put letters in between < and >

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fast replies :0 thats the fasted reply ive had in the past week

1 Like