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TaelsDaFoox

149
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A member registered Aug 30, 2020 · View creator page →

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yeah its not particularly popular

reminder that all the shirt textures in this game are from a 2001 N64 game... what are the odds that they happened to pick a number that'd become obnoxious 24 years later

that name sounds familiar... is that the WiiWare game that plays like this?

Glad you liked it! I probably won't make an expanded version, but... if you want a full game with this moveset, you should try SRB2 with Inazuma's Shadow addon, since that's what the moveset is directly based on :)

Glad you like it! There's one core in the starting area (if you go to the right instead of opening the first door), three on the tall grass platforms, one on top of the castle area, 3 at the tops of towers, and one in the Turret Fortress

Thanks! My advice for the enemies is to use Right Click to jump away if you end up getting too close. (Though I'll totally admit that the player damage/knockback system is pretty scuffed, iirc it was the very last thing implemented for the original daydream version...) Not sure what's going on with the camera for you, that's never happened in my testing... (you're using WASD and the mouse, right? I wouldn't be surprised if there are some other keys mapped to controls that I forgot about during development...) also the saturation was a concern that I had, on the screens I've personally tested on, the game is pretty desaturated, but on my partner's mac the colors were really oversaturated... I'll have to look into that.

very good👌

the animations are all made in Piskel by _SapphireWorks! the backflip feels complex in motion, but it's actually just a pretty basic spinning animation being rotated around. 

did the servers break bc of the influx of people trying to play now, or am I just not understanding the new UI?

heaven bc they didnt know each other before purrgatory

It's using Scirra's signaling servers, the rest is automatically done by the engine... so probably not. The way that data is transmitted in this is horrifically unoptimized too since it's such an old project of mine...

Secret boss... look closely at the end of Eternal Tower.

maybe I'll continue it someday... probably not.

such as? The whole game is very much in beta but the overhaul itself I'd consider done (other than it still using some placeholder songs)

if you're lookin for one of the more advanced ones I'd reccomend Godot, but if you're just starting out I'd honestly reccomend Scratch. It's super intuitive, has an absurdly high skill ceiling, and a lot of the programming skills transfer over to more advanced software!

In my experience it's a lot easier to start with a simpler software like Scratch than to jump directly into bigger things designed for making full games like Godot, as a lot of the time when I see people making their very first games in advanced engines like Unity they end up kind of uncanny due to having a very clear line between what was custom-made and what's automatically done by the engine.

If you're looking for a program to bridge the gap between Scratch and Godot, that's where you have a lot of options. I've used Construct 3 to make 99% of the games on my itch.io profile, but that's paid unless you wanna use the free trial. GDevelop is really similar to Construct and free, but I haven't used it much. There's also Gamemaker and Clickteam but I know very little about those two other than that they're popular.

oh, and that overhaul update should hopefully be out this week!!

thank you! And yeah that's a mechanic. There's a major overhaul update that I'm putting the finishing touches on rn so hopefully it'll release really soon!!

the issue is that actually making each part of that work can require a lot more time and effort in C3

there's a lot more that goes into coding those mechanics than just having delta?? coyote time requires setting up a timer that resets and increments at the right times and also is linked to a mid-air jump, while jump buffer is another timer that needs to be set based on jump input and cleared upon being used, plus a lot of other tweaks to avoid things like jumping twice rapidly from a single jump input.

idk if godot just has some kinda toggle for it but in C3 you gotta script it all manually and then change how the inputs are coded to read from those values instead of the direct input

unfortunately I had to cut coyote time at the last minute due to time constraints, and jump buffer takes long enough to code that it wasn't really on the table given how much other stuff I ended up having to cut. :/

thanks! and yeah, I'm completely aware of those issues. I wanted to add enemies that'd drain your health until you take them out from inside the mech, and the ability to get out of your mech and explore small areas like in Blaster Master, but unforuntately all that had to get cut since on the final day I just had the first level done. the briefing segments were a last-minute addition to make up for not having time to properly set up a story, give the character a personality, explain mechanics and objectives, etc.

well yeah it's kind of a game about exploring your moveset, it's more of a tech demo than an actual game with tutorials

thanks! though, the first thing you see when you run the game explains how the game works...

no this is in fact intentional

oh wow that's actually really cool

oh really? what level, that sounds cool

cause that would ruin the surprise!!!

hi

I never added the spindash, though it'll probably be added if I ever do a sequel or update. The movement in this game is moreso a 2D version of Sonic Battle than a traditional Sonic game.

I mean your normal jump is already pretty short

this is 3 years old and very thoroughly cancelled

no I'm just confused why you felt the need to go back and change it

I am now very intrigued as to why you edited this message to brag less

ok

Did you beat the secret boss though?

I don't think you understand how the snes works (or how much work making an entire recreation of this game for the snes would take)

There's no download required, just click "Run game" to play it in your browser!

haha the joke's on you, this fangame was canceled years ago!!! Though I would like to revisit the idea at some point...

Yep!

I never specifically tested the UFO minigame so I didn't know that it was removed with that mode, but I'd consider games like daisy chain and even cloud climb (is that what it's called?) to be parsec-friendly since you have a decent amount of time to see what your next input(s) is, and it's pretty easy to adjust for the delay. it's moreso minigames that are "press the button at the right time" than "press the right button"