Contact Info / Websites
I wanted to make this a bit early and release it on Valentines day but after that was a no go I just made this candy themed puzzle game anyway
Looking back at other puzzle games I made...This...I just love how well it came out and I just kept it simple and fun to play and easy for anyone to pick up and play.
I am still working on this game still
I just was in the moment of making tons of content around the time I made a valentines day cartoon so I had this puzzle game in my head and I had to make it a reality.
Kind of going back to the style of my earlier style of games but more refine and updated.
Back to simple go from point A to B and less going too insane on the story and keeping it fun and arcady,
This is what is to come so far...
I am going to see about changing or altering the sound effects...They started out low but in the game they rise up and sound WAY louder often making the background music fade in and out.
I'll have more updates as time moves on.
Keeping things short and simple here is what I made so far
I had to make a hard choice and finally deiced to remove the ability to jump on enemies,
It worked but if you get hit any other way Luna would lose so much vital it would look like an instant
KO and after trying sooo many ways to add a bounce away feature to prevent this I had to finally just
go with the shooter style and like the game Magical Pon the rolling fall is just part of the jump animation.
Also as you can hear I made a title screen music for the intro and story and how to play.
For a while I been kind of quite after the HTML5 game went sour.
I started to work back on the game that was too big for here but lately I went back and learned to make my own music this time.
This game is almost done but on the other hand I taken a bit of time off of this game to start building a source file to start uploading some games for Newgrounds again like when I started posting like 2 games at a time and more here.
Taking elements of what I tired with the HTML5 game here
There are A LOT of things I am changing such as the following:
1-Heart shape vital with moons on them
2-Charge will have a pink set of numbers no black background around them
3-Score will also be the same as the charge
4-Luna's attacks will be more detailed
5-Luna's charged attack will be bigger and she will say word for the attack
6-This is mostly due to the HTML5 version running a bit wonky this version jumping on enemies
and attacking them will not make the score go all crazy.
7-Enemies will vary since I am using a basic shape till I am ready to add sprites to save time
8-Luna will say better things form start of the level to losing to picking up an hp item
9-Siluna is a bit bigger and Luna has more details even if she is smaller
10-Luna will spin and roll as she falls to become a ball to crash on enemies.
11-Its possible and maybe used for later but Luna will have a fly option for but now I am doing sidescrolling.
Things I can not fix and tired but often made it worst so I am just going to leave it as is.
1-Shooting down as you begin to fall...I don't know how to fix this and its a part of the software and unless I do a fixed shot....Other games things get weird or Luna will always turn her back when you fire in one direction so like the video above you will have to aim as you get ready to shoot by pressing left or right and if you can move while falling you can shoot in a slant.
2-Stopping and falling or locking up and falling...I see it has something to do with the feature when you add a bump to an object feature that in mid jump you stop and if you jump again you can only go up and down and end up falling....I'll look into this and see about de-acceleration and maybe remove a lot of pit falls since enemies can shoot you and make you stop in mid jump and fall downward but for now I know its the way I am using basic commands and features and this is a feature, I don't know how to do extra scripting to make way better controls but I'll try to work around it.
Good news for the better.
Since I am making my own music this should prevent the files being too big and allow more space for levels and features.
My own music means this will be good for let's players who may want to record and not have content ID from me using some track from an anime or video game now that I am using my own music.
So for now I'm still working on the source so I can make some games and I'll have updates on whats to expect but I am going to simplfy things so the games are more for something to play instead of me trying to tell some epic story with over the top stuff.
Let's just have some fun "Get from point A to B" games.
I had a very random idea to test something...I guess I was thinking about the indie game Spark the Electric Jester and Freedom Planet when you use the dog girl Milla and charge up an attack...While I was not going for a recoil effect I did want to test a charge shot system and after a few ups and downs I now have a charge shot system and this video shows many good and some odds that I won't call bad but can look a bit weird but overall the sorce code looks pretty stable to make some small games to get things going but I am still testing ablity to make some decent sounding music before I go on to game building.
This charge shot is something I am proud of along with the stomp effect.
One step at a time.
I started making a source to use when every I want to make a game so I set up the rules and coding and got some cool tricks to work this time.
I am using Fusion 2.5 free version this time so the games will be HTML 5 not Flash.
Here are the new tricks I got to work
1-Stomp: Now you can fall on top of an enemy and they die on contact...Shooting them takes a few hits but they turn into a crystal once they die...Either way you get some points.
2-Speed up over time not holding run...This was a bit weird to go back to but I got it to work and now even Siluna will follow Luna and move MUCH better and stop when you stop and still collect stuff if she comes in contact with items
....That is mostly it...If you played a lot of my games..It's pretty much the same but going back to pixel sprites over vector flash sprites and the speed will be improved.
These sereis of games are going to be called "Lunabell's Quest" and I am going to try again to make my own music but these games will be a bit more simple and less story driven but still have a point to them...Kind of like my older Luna goes home or Luna's Treasure huntg games....But this time less monsters...Wait...I can add as I go along but if I keep it going the way it is...There is only one enemy type but I can change the graphics and gameplay elements for other levels but keeping it simple I'll test the water to see how these play out.
I still can do flash games but I wanna try this out at the moment...
As for music here is a test I came up with
This was just a simple "IM NOT EVEN TRYING" but still trying to mix something with a constant loop
but from what I used to do with WarioWare D.I.Y and my electric keyboard I will have something good and out there.
So for now I am going to take a quick break before I get to level making and also go back to my other game PrincessLuna the jungle shrine.
1 step at a time will equal success.....I'm starting to ramble so I'll hit submit and go for now.
Thank you for reading.
The current game I am working on after making level 1 and a boss battle the game is already near the size limit....Soooooo....
I have to make a game not using my large sprites and 1280x720 style games.
This does mean I can make some pixel sprite games and go back to 800x600 and keep thing simple.
Sooo...I am going to just finish working on this game and put it on GameJolt and than work on something for here now that I know this engine with the sprites and sizes and the audio files can bulk up the game so I'll work on something but this game will be made 1st.
Atlease this is not another failed project.
I been knocking out as many animation projects and clearing some quota's on Online games and recent Wii U and 3DS and Steam games and after the failure of my last game "PrincessLuna's Little Venture" I took a bit of a longer break but I been refining some things.
Now when I make a game I removed the charge up your mana system and the run and jump shoot system is fixed to a degree...You aim down like in my older games if you are not holding left or right as you jump and as you fall left or right you will shoot to a slant.
Killing monsters will gain your points so there is a reward to hunt down monters.
So New month...New games coming.
I'll start small and later work on some bigger projects.
I can now make BETTER HTML 5 games using Clickteam Fusion 2.5 Free Edition.
This saves me A LOT of gripe I had with Construct 2 and after the last game I made....yeah...
So be on the look out for some games.
While this game is too big for Newgrounds and will be on my gamejolt
I do plan to make some games for Newgrounds but I want to wait till I get one thing done at a time before I swamp myself and still make time for games new and current.
A few good things came out of making this game and testing over and over.
I found ways to reduce too much strain on the game and even speed things up.
I found any errors that could later be an issue and fixed them so if I use this engine I made again its going to be better than before
While those are good I still can't get the softeare to stop you dead in your track and vetical lock you if you are standing next to a solid object and jump and or get hit and get forced to fall directly down.
Luna still turns backwards when shooting and jumping in run and jump modes...Still working on that.
I plan to either make new sprites if I feel I dont want to use the current ones to make a small game and some times I will go back to pixles and 800x600 games and reduce graphics to enhacne gameplay....pretty much pull a retro nes style but with more style and grace than my older games.
I am also working on episodes of my animated series which I rebooted early this year and while animating Puyo Pop Fever there is a lot on my table but there will be more to come.
Here is an example of what I am working on animatoin wise.
PrincessLuna Fairy Wars R:
And Puyo Pop Fever Waku Waku Animated
I'm still around just wraping tings up one at a time....and doing random uploads to a lets play at pure random for some games but thats another story.
I'll have updates on other games in the future.
Thank you for viewing this.
While I am still working on my platform adventure game and given how that game is going to be put on GameJolt I have a game coming to Newgrounds.
Using one of my other JatoStyle Games chars I made some test videos to get an idea of what I am going with.
In this test the little slime ball "Ruru Guu" can go into spin mode and when you stop you can use the arrow keys to face which way you wish to go...I kind of was thinking of the games "Monster Strike, Pinball, Block breaker" all at once and this came to mind, I also later made it so the blocks take more than one hit to break.
I than made a vs mode battle test and also increased the size of the sprites
Here Ruru is battling her brother Gugu to get rid of as many red blobs as they can.
This test shows off the AI and how he can stop and chose to go but he can also move in ways you can not...
But this is for the best since you can stop at will and aim better.
If I do keep things the way they are I will call this "Ruru's Bump & battle" or something along the lines of that nature...I mainly have in mind to use my JatoStyle Fairy girls to battle in this style.
when they stop they will be flapping their wings and when moving they will turn into a ball or twister or what reflects their powers from the other games and JatoStyle series and the blobs will be frozen crystals that you gotta break out to win.