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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.
This game is going to be VERY big for here so I left stage 1 with all 3 paths of gameplay as a demo to give a try. I'll have updates on the full version soon.
I made this test video to show what I have been doing so far.
Now what I was going to do at 1st was going to make each level have one long path to get from point A to B and you can pick a gameplay style that fits you and than its on to the next level....I hope this does not kill the file size even if I am still going with 5 levels...I say this for the following reason.
1-Each gameplay style will be multi screen and will have a check point system
2-Often the music can eat up a chunk of the file size so I am keeping an eye on that.
3-More screens=more space.
A side from those the game as you can see is a WAY BETTER improvement over the recent games I uploaded.
So far the flying and swimming are the most stable, The run and jump levels from what I see in the past will need to have some adjustments such as "no solid blocks under you to get stuck under" and "Remove tons of pitfalls so if you get hit you wont stop and fall directly down"
There will be more updates but this is what is going on for now and what I expect to upload in the future.
I have to keep checking every little detail to make sure nothing is wrong...I already had to fix some graphical issues and some sprites and color changes but all this back tracking and re checking has been paying off so far.
I already begun making a 2nd installment of Luna's Little Venture.
Here is a preview of what I have so far.
This game will have the option to pick a gameplay style before each level, If you die you will be back at this menu
and will be able to pick again.
This will also be good for speed runners who may have a style they like and can run it or maybe you wanna mix things up.
I used the path system before and it proved to be good so time will tell.
I am going with a simple 5 levels so I dont over do the space but with 3 paths it should make each run a bit more fun when you can pick a style.
The game Luna's Little Venture is still being worked on and you can see what I been doing lately.
1: Newer gameplay features
2: Stage 2 shows vertical climbing and still horizontal moving.
The ONLY thing that bugs me about using the run and jump system is sticking under the platforms is still a thing
that can annoy others...This is why I am thinking about doing flying and swimming games but I'll still keep making
some games even a sidescrolling ONLY game where you can shoot and not just run and jump.
3: Multi path system
I see that holding the run button while jumping can make Siluna move around all crazy like and sometimes while going on top of blocks the screen can jutter a bit but things are looking better.
I'll have more updates when this game is done,
I am thinking about just doing only 10 levels and yes that one music is the main music for each level to save space.
Thank you for viewing