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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…
Dark Titan – Battle Over Fire
ByNiklesSo, in response to this hilarious tweet by Burrito Tim, I’m officially naming my 2D Sci-Fi Action Adventure Platformer, Dark Titan – Battle Over Fire! Indies, not sure what to call your next game? Pick any of the red tiles: pic.twitter.com/KcMMWnTk1G — Burrito Tim (@Burrito_Tim) 22 August 2018 Here it is in all its glory. Well……
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…
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 – A new beginning
ByNiklesMe 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…
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.
