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[devlog] Hydra's Mouth

A topic by Infel created Jan 02, 2016 Views: 2,838 Replies: 58
Viewing posts 8 to 27 of 33 · Next page · Previous page · First page · Last page

not having a lot of luck with this grapply hook-- i've got it, but every time i make it, i break it somewhere else. soon?! i'm gonna get this working because i'd really like to incoportate hookshotting into the gameplay

anyway, have some gifs of my struggles


the writhing mass of 'scarf'


helvetica is having a really hard time


while checking why my grapply hook wasnt working, i discovered i'd dissociated helvetica's hitbox from their body. after this i combined their sprite and hitbox-- i'm hoping this wont cause issues later.


????? PARTIAL SUCCESS? THERE THEY GO. GOODBYE.

the last gif is the version of the grapply hook i have now. i cant figure out why it launches them into the void and it interacts really poorly with their sprite ;___;

Submitted

i can relate so much to all these!! sometimes i surprise myself when trying to make something work on construct 2 like something so unexpected happens and i have no clue why lol

i'm glad to hear you got it work tho!

this program is just a mystery... i have been struggling to figure out why the rope wont display propely when it doesnt differentiate at all from my references?? like i've referenced three or four different grapply hooks made by other people and this rope problem has been consistent across all of them :I

(+2)

[shrieks] it works!! it's a bit clunky but im just happy it works. i spent all day on it

now if only i could figure out why the rope displays weird LOL

Submitted

That looks so cool! I can't wait to play it!

Submitted

Oooo congrats on getting it to work! It looks really good :>

nice!!

HostSubmitted

whoa nice job on the grappling hook! i can't wait to see how you apply this.

Submitted

i'm looking forward to updates :>

(+2)

spent some time making tiles!! i've never made a tileset before...

these dont perfectly represent the aesthetic im going for, but huge tilesets take a lot of time, so hopefully i can make even a fraction of the assets im envisioning ;w ;

Submitted (1 edit)

THE COLORS! I realy love the purple/green pallete!

purple/green doesn't get the love it deserves.

THANKS SO MUCH!!! I LOOOVE COLORS + COLOR THEORY

im going for a very cool theme, the sky will be much darker than this. i wanted my ground tiles to reflect that by being heavy in the purples and blues. i think the colors i used for the rocks here will appear brown to the eye when placed on a darker sky.

Submitted

oooooh with a dark sky! Now I really can't wait to see it. dark/low light conditions lend themselves so well to fun color pallets.

Jam HostSubmitted

ahhhh this tileset looks so goooodddd yesss....

(2 edits) (+1)

In my quest to figure out why my scarf grapply doesn't display right (like... seriously it works on everything else ;__;) i've refined the grappling mechanic some more!! it plays a little smoother, and you get a double jump in the air after grappling! the double jump only refreshes if you touch ground afterward.

here's a low frame gif example... it doesnt show very well but it's there, i promise.


honestly, my goal now is to get the grappling to display properly so i can spend the rest of the jam making pretty assets and designing a world that will be fun to explore.


EDIT:

WAIT NO I DID IT

i fooled myself for 8 hours into thinking that i'd changed the origin image point for the grapple line, when i actually hadn't ;____;


Submitted(+1)

DUDE that grapply hook is so cool! congrats on makin' it work!

(+1)

JUSTICE FOR GRAPPLE-SCARF!!!!!

NOW I JUST GOTTA MAKE IT LOOK LIKE A SCARF!!

Submitted

this is looking SO good, i'm so excited for you !!! the sprite work is beautifullllll.

honestly, the grapply was the hardest thing to implement. B) if i can implement some dialogue and cutscenes, as well as like one instance of looting a powerup, i can dedicate all my time to level and sprite design.

so the sprite work will be even more beautiful!!! (thank you so much :'D)

HostSubmitted (1 edit)

whoa very cool! that grapply hook looked a little tricky to figure out--i always get a little messed up too on origin and pivot points sometimes theyre diff and sometimes theyre the same and then constraints sometimes and it's just so ??? anyway cool stuff i can't wait to see this even more fleshed out!!

(+1)

this grapply hook relies on construct 2's physics engine. i could not, for the life of me, get a non-physics based grapply to work. there arent actually any pivot points, though i'd love to have them. instead, when the 'hook' collides with a solid surface, the player character is forced toward the point the hook is at. the player doesnt have a lot of control while they're being pulled like this, which is why i added the ability to doublejump while in the air after grappling. i think it's creating some really fun gameplay elements, though. i just gotta get good at level design!! i'm trying pretty hard right now to design a level that really compliments this gameplay.

(1 edit) (+2)

day 3 i havent worked much, but i did some level design today!! here are some gifs of stuff :D


Submitted

that double grapple looks like it'll be fun to try

double grapple seems to be the limit, so i'll see if i can bring out its full potential!!

(+1)

day 4:

level design and layer shennanigans!! my layer shennaigans are /almost/ working. ive designed my level to where you are made to head up the left side and continue on to the right, which requires so layer funtimes to pass through blocks. there are a few kinks i need to work out.

a small preview of level stuff


i'd like my final goal for the day to be getting the layer nonsense to work. once i do, i'd like to implement dialogue and npcs. after that, all i have to do if finish designing the level and i can commit my time to visual assets.

HostSubmitted(+1)

yesss layers are pretty helpful for dialogue + gui stuff and they make a lot of sense actually! also wow your level design is looking really solid O: !!

thanks!! that's a relief to hear. i dont have enough experience in platforming level design to create something challenging, so i am just trying to make stuff that plays to my mechanics' strength.

(1 edit)

sort of update: i gamed for several hours since i have an obligation to an mmo guild :p

after much yelling @ construct 2, i got my layer shennanigans to work. honestly not sure how. but they did. woohoo!!
(they're a bit buggy, you want to avoid shimmying around inside the collission box for the objects that detect the layer switching)


(+1)

A title page sketch!?

I wonder why it's called Hydra's Mouth...

(+2)

literally spams updates

what's this?? is this??


HIDDEN CAVES???

Submitted

YO THAT"S THE COOLEST!!!

(+1)

AAAA this looks so cool

HostSubmitted(+1)

WHOA this hidden cave business is awesome!!

(+2)

insomnia... im still awake. i'll start counting this as day 5 anyway.


i made a face by accident

(+1)

It's... Almost smashing. (I'm so sorry. Also, I've been digging your game in secret sense day one! I hope you get some sleep~)

(1 edit)

holy shit it really is almost smashing

thank you so much!! it's really flaterring so many people are excited ;__;

(2 edits) (+3)

wheezes @ my insomnia my entire body hurts but i cant sleep, so i must game

i made the first npc!! theyre pewfies, created by my sister. :3c im gonna make a variety of them, this one is her self-insert!

and

i also totally revamped my title screen sketch from earlier!

i feel like ripe butts and my sleep schedule is hecked now


the level is almost complete!! not pictured: hidden caves!! ;o

once the level is complete, i will need to start testing cutscenes and dialogue, so im on track to spend all next week doing artistic assets!

Viewing posts 8 to 27 of 33 · Next page · Previous page · First page · Last page