Optimizing Collision Code

As I said in a previous post about my platformer engine (the one I’m working on for Fuzeboy), I’m using Zack Bell‘s code as a base. Recently I started to look into ways to optimize such code without losing the functionality (slopes are a big feature of that simple collision/movement code).

Looks like I was able to gain some speed here…

And as someone once told me “sharing is how better games are made”… so here it is my “improved” version.

Continue reading Optimizing Collision Code

Basic Platformer Mechanics in GameMaker: Studio

I’m fond of platformers. It’s only natural that I spent the past year studying and refining platformer engines for GameMaker: Studio. Here’s what I actually use for my engine.

Fuzeboy early gameplay

Continue reading Basic Platformer Mechanics in GameMaker: Studio

Fuzeboy devlog – Fair death system

Don’t you hate it when, during a death animation/sequence, your character accidentally touches a powerup or a health pack… and then it dies anyway?!

Normal Death vs Last Chance (non)Death ™

This is what we wanted to avoid in Fuzeboy: unfairness. If you catch a heart during the final knockback, you will have another shot at it.

Fuzeboy full steam ahead!

In November 2016 I met Denis (@darftey). He’s a pixel artist. One of the best I’ve ever met, actually. We teamed up to develop Fuzeboy.

Full steam ahead! ouch!

It shouldn’t come as a surprise that since then, the development of KREN has been put on hold indefinitely.

We’re pushing hard on this mobile platformer game.

Unnecessary tricks…

There is still no official release date but we’re making progress 24/7 on every front. From music and sound to gameplay mechanics, from platform specific issues to minor graphic details.

Lots of care is being put into making this game as fun as possible. We care about details. We care about story and gameplay. We are in love with this game and we’re making sure everything goes the way we envision.

Stay tuned for more Fuzeboy news in the near future.