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Tyro Knight Vers 0.1

A topic by ScopeRicrit created Apr 05, 2022 Views: 2,982 Replies: 72
Viewing posts 41 to 61 of 61 · Previous page · First page
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Day 145, no updates at all for two weeks because I'm participating and ultimately failing the Brackeys Game Jam 2022.2 Now I'm back on The Tyro Knight development. Still, gonna do new updates once per week.

You know what, gonna reveal one of Minlie's new attack, the lantern attack. It just Minlie throwing lanterns, inspired by Mortimer Freeze's phase 2 ice cube attack and Werner Werman's cherry bombs from Cuphead where it targets your current position and arc towards it. The only difference is that it has no extra bullet after landing and exploding.


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Day 152 - No interesting updates now, so I spout out some of my plans and stuff

  • The main thing is the third area, IceBox Storage. Basically after battling Angler Lophis or the second boss, the player gets in the mine's freezer storage, inside were obviously ice blocks with ice physics (don't worry, I'll tune it as much as possible), but also food items in the level system, like jelly springs and boxes. I planned the player to gain the ability to ground pound or roof pound(dash upward, yes a bad name) with produce a damaging shockwave when you hit the floor, at first inspired by A Hat In Time's Ice Hat.
The third area concept, Icebox Storage
  • The second main thing is the new fonts. You can pick basic, thick, square, and square thick fonts from the option menu. And also planned some dialog system.
The fonts(basic, thick, square, square-thick) and the dialog art
  • The lantern ammo thrown by Minlie are now in perfect arc.
  • Both the metroid/one room and the scroller/long room cameras will be thanos-snapped, with the cameras that stopped at desirable spots taking both 

Okay that's it

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Day 161 - Only the creation of a minor thing in gameplay but strong in story

The thing is the lantern engine, a very old and corroded machine that produce small lanterns that we eventually used for our plume(the helmet feather thing). 

It was originally used for Minlie, the first boss where she takes the lanterns to throw at us in the abandoned area Stone Dump. But now it will be used for the second water-flooded area, Bursten Riverfall.

The lantern engine running

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Day 167 - Still working on Minlie, this is the only interesting thing I have


The plan is whenever the player died the body will be summoned. And no, there will be no corpse run. After three more deaths, the body will be a skeleton. One more and the body will gone.

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Day 174 - The dead bodies of the player has worked successfully, and the new title logo has been made. 

First, the dead bodies, now every time you died, a body will summon, three more deaths after spawn and it will be a skeleton, one more and the skeleton will go poof. 


The second one is the new title logo for the Tyro Knight. 

Anyways the gif features a knight's helmet with the plume being blown by the wind, the words 'Tyro Knight' is right beside it. 

Day 182, Wow I'm progressing at a slow rate, anyways this is what I got besides Minlie, there is a new Font Style option in the pause menu, now you can choose between basic, bold, blocky, bold and blocky.

Day 188, I have done nothing except for finishing Minlie's fight and few small things... great. I have made a new profile picture for twitter, and a banner for itch io and twitter. They will focus on Tyro(the knight). Here's the sketch of the profile pic. 

And besides that I have done few minor things:

• Scrapping the metroid cameras and the scrolling cameras for a camera that follows the player. The new camera can look ahead of Tyro and you can look up and down. 

• Giving juice to the gems by making them shake when activated

Also, now I now call the knight, the protagonist of the game Tyro :) 

Day 196 - Have some issues with the recording gamebar, have to delete and reinstall Xbox just to gain the record ability

This is the new camera now

 

Long ago I created one room and two room camera, but now I replace them with the camera that follow you, basic 2d platformer camera. But it not just that, I took all of the camera features from The Platformer Toolkit, from GMTK(Game Maker's Toolkit). Lookahead(makes the camera look a head of Tyro, with the white square as a indicator of where the camera suppose to be) and Ignore Jumps(only moves the camera when Tyro is on the floor, excluding dashing and ground abilites involving movement), with looking up and down included.

Yes yes, Minlie is not finished yet, I just gave you the look of the battlefield

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Day 203 - Three enemies in Stone Dump are planned, two already been made, one have the footage.

1. Shooter, a replacement of the Splitguard(shoots both left and right when it detects Tyro/player at the same height), now it will shoots either left or right and sometimes present in walls. This is the gif.

2. Slime Drone, just a refined and polished version of the original. It flies to Tyro when detect him; shoots down when above Tyro; and if it s two ammo ran out, it will fall down to Tyro.


3. Loop Ranger, a turret that move in a loop, targeting and shooting Tyro.

Minlie is almost finished, she can be finished tomorrow at least, without disturbance.

Hi. I can’t believe that you can keep working and updating the devlog on this game for so long. Amazing! As in the gif, it’s a very nice mechanic you have there. However, the black and white caro pattern in the environment really makes my head spinning. Is it a placeholder art? I hope it is!

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Thank you :) Been and will working this with a passion. And yes, the pattern tiles is a placeholder art, making finalized level design later on.

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Day 230, another redesign for the player

Tbh I'm surprised I did this for 200 days, that make me realize how slow progress are


I love how excited the character looks in idle animation. Eager to get back in action.

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Day 238 - Checkpoints 

1. Checkpoints is that heart in the right side. It is black and hollow if its off. It is white and glowing if its on. 

2. It will save all your progress in your drive if it activated. And yes, it includes gem placement in the level(which is a miracle since no exploits will happen from that damn damn checkpoint >:( ) 

3. Loading it from the pause menu or just kill the player will reload the player position, health, all things that been saved

4. If a new one is on, the old will become off(which is important since there might be backtracking) 

5. It will save if you press the interact button(E), not just by the player's touch(so no unwanted checking) 

Alright then, another feature of the week that reflects how slow progress are, see you next time! ;) 


Day 246 - Minimaps (wow everything is getting reworked)

1. Open the minimap by pressing the M key or the 'Stats' view

2. Move it around in 8 directions

3. Planned to include markers

- Question Marks for important unexplored events

- Player Mark for the player's current location

- Skull Player Marks for all player's corpse locations

Day 251 - New profile pic and banner for Twitter


Day 259 - I will not upload progress this week because I have a surgery two days ago(day 257) 

I have a great pain in the abdomen once a month starting from July or even earlier. The symptoms are of course abdomen pain, vomiting, a little bit of shaking, and diarrhea as far as I remember. 

My family thought it's just some stomach acid issues or me eating too long so they heating my belly with hot water, make me sleep and gave me some stomach medicine, that is until three days ago(day 256) 

At first I had my usual pain delivered to my stomach, until suddenly my bottom right part of the abdomen felt one of if not the most painful pain in my whole life. I end up shaking it almost felt like having a seizure. I end up going to the hospital to get checked. 

They said that either it's from genetics or some food get stuck inside my appendix that cause some inflammation. I did a surgery on cutting the appendix two days ago(day 257). They said that my appendix is a little bit leaked so they had to clean up the area so no infection will occur. 

Now I'm still in recovery, thank you for listening

Merry Christmas and Happy New Year! 

Day 273 - A lot of things I want to talk about

1. New looks of the gem

2. Holding Shift while pressing Right-Click causes Tyro, the player to throw purple rocks. Those purple rock can rotate the blue gems, instead of using special purple tiles

3. New GUI, yay :D

4. Now the player have four health instead of three

5. Clicking the potion to:

 - Fill it up by storing 4 stones in it (if its empty)

- Cause the player to heal by consuming it (if its filled up)

6. New font, no choosing sadly :(

7. Weapon Scrollbar, used so the abilities can be activated using Left-Click

8. Refill stone ammo by holding L-Shift, Tyro can't move when refill. 5 stones max, no 6 

9. Doing something that make Mojang proud, weaponizing fishing rods and turning it into an ability

- Hold F (or Left-Click if it's equipped in the GUI weaponbar) will make Tyro charge the rod

- Charging for 1 second will make the rod ready to be launched

- Release F or Left-Click when the rod is ready will launched the rod to the mouse position

- Release when the rod is not ready or waiting for too long will cancel the charge

- Any enemy that are hooked will be damaged while some mechanisms will be activated

10. New pause menu, yay :D

- Music and SFX settings

- Colorblind accessibility by color the gems into 10 colors

- Control settings

- Load save file and Quit game option (no saving files becus you must saved by checkpoints)

 Finally a productive time!

Day 286 

1. Water tiles, swims in water obviously

2. Sand tiles, you can suffocate in it after few seconds


3. Animation of collecting new interesting things, even a broken knight can celebrate

4. First look of the Progress Menu

- Orange box(top left) is for the abilities and permanent items

- Yellow box(top right) is for temporary items and others

- Blue box(bottom left) is the descriptions

- Small red box(bottom right) is the chest icons as the inventory view and map icons as explored area view

I want tbh, I feel good making a lot of stuff recently!

Day 301 - Sorry for waiting out 2 weeks, I'm just damn slow

- Final progress menu

- - Inventory + Player Bio (Picture 1) (And yes, the name of Tyro is Tyro Knight :>)

- - Map (Picture 2)


- Gathering items animation of Tyro, look at him :D

 

Day 301 - Sorry for waiting out 2 weeks, I'm just damn slow

- Final progress menu

- - Inventory + Player Bio (Picture 1) (And yes, the name of Tyro is Tyro Knight :>)

- - Map (Picture 2)


- Gathering items animation of Tyro, look at him :D

Day 321

1. Reimplemented Lanterns, now wooden chained, and they can be detached and explode(no knights were hurt in the footage)

2. Light Animation

3. Roofspikes, the same as the predecassor

Day 348

1. Game Intro, with MY logo in it! :D


2. Level Intro

3. Some nice decorations to really show how this cave were at least has people living in it

4. Movement dusts

Okay, If I'm want to be honest, I felt awful, because this devlog became a reminder every single time that I am a slow and lazy person with an already limited time from school. The sole reason I started and continue this devlog to this day is for at least SOMEONE to see my game, but overtime it looks like this devlog is getting more and more obscure, so much so that I might discontinue this devlog to focus more on Twitter, or at the very least put some images that I likely cringe on for few days after.

And look at my progress, it is almost a whole YEAR since April 5 2022, the day the fourth iteration of this is born, and I'm not joking, THE FOURTH, and I'm not even reach a finished prototype since probably 6 months ago! I am sorry for the rattle, I hope you don't mind. I feel bad for my self. Thank you for reading it, if you here in the first place.

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