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How I Scale Fuzeboy Resolution on Mobile and Desktop Devices
ByNiklesFuzeboy’s still in development so it’s only natural that sometimes I take time to rewrite stuff, to fix things, to experiment and so on. We try, we break, we fix, we extend, we change. We evolve. One issue we faced from the start, is the game resolution. What we knew was that we wanted pixel…
Optimizing Collision Code
ByNiklesAs 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). And as someone once told…
Basic Platformer Mechanics in GameMaker: Studio
ByNiklesI’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.
New tileset almost ready
ByNiklesI posted a preview of the new tileset on my ko-fi page. Soon I’ll have a working “mini-world” with all the environments ready to show. The tileset will undergo further revisions but the overall feeling is there. Right now we’re working on doors, enemies and powerups.
Kren devlog #3 – basic metroidvania planning
ByNiklesA well developed metroidvania game should start with a solid planning phase. One of the first things to figure out is the character movement. I’m not talking about physical variables such as speed, friction and acceleration. I’m talking about figuring out what are the movements we want the Player to be able to execute during the…
Fuzeboy devlog – Fair death system
ByNiklesDon’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?! 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.