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Metroidvania Metroid-like World Design
The Metroidvania Metroid-like game genre, from a development perspective, is quite complex to master. World and level design, for examples, are core elements of the game along with player abilities and game physics. You cannot plan one without the other. This is because player abilities, powerups and game physics, are the very elements that allow the Player…
Fuzeboy – Status Update – [9 AUG 2017]
As some of you might know, Fuzeboy’s project scope changed considerably during its development. There’s been an overhaul of features, specifications, goals and deadlines. Originally thought to be a quick mobile only game, we then shifted our vision a bit to make it playable on desktops as well; now we decided to abandon the mobile…
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.
How I Scale Fuzeboy Resolution on Mobile and Desktop Devices
Fuzeboy’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…
Choosing the right resolution for a 2D Platformer
In this post I’ll try to write down the thinking process I made when I chose to develop Kren at a 384×216 sceen resolution.
My Game Development setup
Not relevant anymoreThings changed quite a bit and thought I’m still using the same notebook, I’m now a happy Windows 10 user running GameMaker Studio 2. I use Linux only when compiling via VirtualBox. I’ll keep this short and sweet. Whenever I tell people that I have a notebook, they usually reply with something like…