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How I positioned the tileset in my tech demo
In the earlier tech demo, I had positioned a truckload of similar tilesets. Those bluish/greyish square blocks are not hand picked. I did not make that work in the level editor. I got inspired by the Smart Tile Objects tutorial by HeartBeast. I simply downloaded the Square Blocks Textures from OpenGameArt.org, cut and pasted a bit in…
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…
Fuzeboy is now being made in GameMaker Studio 2
Yet another official announcement: Fuzeboy is now being rewritten in GameMaker Studio 2. After getting familiar with the new UI and the new GML functionalities, I’ve realized it made little to no sense at all to keep using GM:S 1.x. I’m already rewriting Fuzeboy from scratch so I might just use the new, improved IDE….
Kren Devlog #1 – Upgrade System and Level Specific Items
This post is outdatedThe following (quite naive) ideas and methods have now been replaced. This post was written when I was just starting out with game development (I was learning GameMaker Studio). Player now has data (like energy, starting_x and starting_y positions, starting direction and so on) and a nice inventory of permanent upgrades. I’ve…
Fuzeboy – A new beginning
Me and Darftey have been developing Fuzeboy for five months now. We met in late Novemeber 2016, experimented a bit with prototypes and then started serious development in January 2017. It all started as a small mobile game (you can see the touch controls in the image above) but soon it was clear Fuzeboy was no small game…
New tileset almost ready
I 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.