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MetroidvaniaMetroid-like World DesignByNiklesThe 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…
Kren Devlog #1 – Upgrade System and Level Specific Items
ByNiklesThis 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 full steam ahead!
ByNiklesIn 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. 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. There is still…
Fuzeboy is now being made in GameMaker Studio 2
ByNiklesYet 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….
Choosing the right resolution for a 2D Platformer
ByNiklesIn 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.
How I positioned the tileset in my tech demo
ByNiklesIn 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…
