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bc likes you!

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Thanks! More music to follow ;)


All Level 3 enemies. Will probably add a re-skin of a non-projectile enemy. A lot of projectiles flying around!

Finally wrapped my head around passing along parameters to a master object. Right here I have a function passing different bullet parameters (animation, gravity, speed) for different enemies to a single bullet object. Setting up the object UID as param(0) was my hangup.

Two new enemies!

Up first is Headshot. Erratic robot head that shoots a spread shot.

Next is the Infected Robot. He staggers around and then will vomit in your direction. Still working on vomit art. Currently he vomits bullets :D

Yo fellow robot game dev! Maybe we should do a bundle sometime when we release our games ;)

Been working on coding Level 3 enemies. Unfortunately this means nothing cool to show yet since I use placeholder art while coding :D


Good news is that, according to schedule, I am ahead by one week. However I'm sure that will change soon ;) I just finished all 3 new enemies yesterday and will start on their art this week. Hopefully I'll have something cool to show off by the end of this weekend.

Test of all Level 3 (Helix's Laboratory) art and set pieces. GIF randomly speeds up :\

More parallax testing! Gotta tweak that middle layer so it doesn't look like building-tops :p

Annnddd I'm Greenlit!

Parallax test for lab level. Needs some tweaking (parallax layers need to be bumped up to a power of two) but it's a decent start.

Thanks! <3

Not sure how to help you on this. Possibly contact Itch and see what they say?

Hey thanks for playing!

Regarding your points:

  • The demo ends with the end of Level 1 and after that you're out of the factory and in to "Maynard Forest". So there'd be new enemies, new tilesets, etc. I thought about ditching the "key search" mechanic for the 2nd level since it's a forest but it is in place for now. To me the only alternative I can see is making larger levels and having them take longer to get through (a la Mega Man).
  • I definitely plan on sprucing up the enemies a bit. Most of the art on them is first pass. I've come to realize that they need to pop off the background a bit.
Thanks again!

A Small Robot Story is on Steam Greenlight! Check it out here!

That coffee shop dev life

I decided that, since a bunch of people will most likely download my demo when I launch on Steam Greenlight, that I should probably update it. Here is what I managed to do this weekend to the Level 1 demo:

  • Updated controls
  • WASD or Arrow key controls
  • Keycard "have" indicator
  • No more doorways. All screen transitions are "edge of screen collision" types
  • Moved all dialogue over to the new dialogue engine
  • Began swapping out the "pure black" for a "softer black" in my tilesets

I've got a bit more to do but I should manage to finish the update by this weekend. Then on to Greenlight!

LEVEL 2 IS DONE!

Check out the video.

Turn up for the music because this song is very important to me. As I've posted about before, some 12-13 years I was in a band called Tomorrow is Forever. We had a full length album that had music videos for every song telling the story of 2 game developers. We'd play the music live with the videos in sync with us. We wrote this song the first summer we all stayed in our college town together. When we had a rough demo, we brought it to our friend's house and we listened to it for the first time together. It was an incredible moment and it is immortalized for me in the form of this song.

Thanks for reading this far! I'll be launching my Steam Greenlight campaign the first week of August.

Thanks for checking out the demo!

You know I went back and forth on the explosion effect. I had made legit pixel animations but they just didn't feel big enough to me. But I definitely know what you mean.

And thanks for the heads-up on the drop-through ledges. I'll take a look and see if I can resolve that. And I'll be sure to add solid ledges above the instant-death gears ;)

Got that sweet cut scene fade working!

Early Saturday morning game dev hustle at the coffee shop

All cutscene art for Level 2 is done. All dialogue is written. Now working on how to best initiate the cutscenes and hop back to the actual game layout. Should be able to wrap this up this weekend.

Starting work on cutscenes. Here is one of the more basic ones. Text will scroll along the bottom. These are definitely going to push my art skills. Time to get good!

It's been a few weeks but I've been hard at work!

Last weekend I showed off my demo at the Buffalo Game Space Showcase. Got great feedback and hung out with a bunch of other great WNY game devs. Here was my setup:

Looks like another week or two and I should wrap up Level 2. Currently I'm scripting all dialogue events and working on cutscenes. I made the decision to try and do still-frame cutscenes especially since the game is quickly getting story heavy.

Made some huge progress this weekend. As I have mentioned, I've been using a dialogue asset from the Construct 2 store. Over the weekend I realized and learned how to use the text commands which lets me script events from within the dialogue. So basically I can type the dialogue and then type something like {BossActivate} which calls a function or any other event. This is incredibly handy. I cannot recommend this asset enough if you use Construct 2. It's a steal for the price.

Here is the Level 2 Boss reveal. Don't worry; it'll be more difficult than pictured in the gif :lol:

Up next is drawing up the cutscenes, finishing the dialogue script, and setting up all keycard / door functions in the layouts for Level 2. Then on to Greenlight!

Level 2-3 (backgrounds and decorations hidden)

This uses the cave tileset as seen in the gifs above. One more map and I'm set for Level 2. Then I just need to set up dialogue triggers and the boss room.

Thanks for the offer but I'm a musician of 15+ years. All set :D

Level 2-1 tilemap! Such a satisfying and rewarding point to be at.

The backgrounds on the bottom have parallax scrolling and following the player through the level (that's why they don't cover the whole background). I'll be doing 4 screens total for level 2. I'll post them as they're completed.


Customized the dialogue system for my liking. Getting the spritefont to look good was a bit tricky with a lo-res game (256x144) and I had to manually set the width of some of the letters. Overall, I'm feeling it!

And now I finally get to move on to level design for level 2!

Pretty robust inventory system. Nice!

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A huge "behind-the-scenes" issue with my demo was the dialogue system. It worked but it was a mess. 7-8 lines of dialogue would take around 15-20 minutes to implement with around 30 events (Construct 2's "lines" of code). This increased the possibility of errors and it was just an unwieldy beast. The dialogue and the story is the main driving force in my game, so it needs to be easy to use, able to handle a lot of dialogue, and quickly editable.

I purchased a dialogue template via the Scirra store and spent most of last week and Saturday struggling to get it to work. After a lot of hair-pulling and help from the creator, I got it working last night!


I made this gif and directed it at the creator. A quick-to-respond and helpful person!

It is a super slick system that references an external file, so I'm not writing all of my dialogue in the engine. I need to edit the dialog box, add portraits, and tweak the "continue" button, but it already looks much better than my previous dialogue system!

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More coding this past weekend. Still nothing exciting to show yet.

However a youtuber did do a Let's Play of my demo. Check it out!

Thanks Jupi! <3 bc <3

I love reading dev logs but what I love even more is getting to know other developers. It's nice to have a bit of insight in to their lives and find common ground, especially as hobbyists. With that said, here is an "About Me" so you get a better understanding of who is making this game about a tiny, confused robot.

Hi, I'm BC!

That is not my puppy. I wish it was.

I'm a 30-something who lives in western New York. I've spent a lot of time playing in bands, making a lot of designs, and generally trying to fill up my time as much as possible. My current full-time gig is working as a graphic designer, so much of my game dev work happens during free time (nights and weekends). I also go to a parkour gym twice a week, run a local game dev meetup, and do a bit of running. On top of this, I'm currently writing more music for Halloween Forever and my wife and I are in the process of buying a house. I'm a busy dude who likes being busy!

I got in to game dev about a year ago and have been working steadily on ASRS since July '15. Being from the art side of life, I dove in to Construct 2 and found it an easy engine to pick up and learn with. With future projects, I'd like to explore using Unity. I do pixel art in Pyxel Edit (which is an excellent program for the price tag) and Photoshop CC. For music I use LSDJ on a Game Boy Advance SP (chiptunes) and Ableton Live plus a bunch of instruments and synths for other genres of music. I do all my progress tracking and to-do's using Trello. I schedule my life using a Passion Planner and Sunrise for iOS.

I've made quite a few things that take time and dedication, but for some reason I've found working on a game to be way more fulfilling. I'm really enjoying the process and the community that revolves around making these tiny worlds.

Thanks if you've read this far and I'll return to game progress updates moving forward :D

Not much flashy stuff to show off from my work over the weekend. Mostly went through my new enemies and made sure all states and animations worked and transitioned well. Cleaned up some animations, added a few new ones.

Ran in to a small bug where, while multiple small slimes are onscreen, they will stop jumping when one collides with a wall. Shouldn't be a huge issues to sort out.

After that, time to add the dialogue plugin I bought! Really excited to get that up and running as my current dialogue setup is pretty patchy.

Thanks!

Thanks! And cool sine/square/love wave avatar <3

It took me a few tries to get it's pattern right. At first you could cheese him really easily. Then he was too hard. Think I got it now :D

Boss art and code are mostly set. I've been making an effort to get to a point with art and code where I can say, "Okay it works and it looks good" so I can move forward and work on other stuff. There is still a lot I'd like to add to this boss (small firing animations, slime particles, spawn minions) but scope, man!

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SLIME BOSS. Dude is gross. Got some stuff floatin' around in there.

bclikesyou [at] gmail [dot] com

Stoked to try it out!

Tweaked and re-skinned a level 1 enemy and now I have a cave rat!

Holy wow this is insanely helpful. Good job keeping track of all of this. Bookmarked.

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Bats 2.0