Post news RSS Changelog for build 51

Hi everyone. Long time no see. A lot has happened with this project since I last posted, and this project has changed a few too many times.

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Hi everyone! It's been a while since I last updated this page. I kinda ended up ignoring this project for a while, as I had to work out stuff in life, as well as work on my art portfolio.

A lot of progress has been made on the game, including a brand new engine, and improved graphics. I have taken some time to brainstorm some more before doing all of this, and with the help of some friends, I'm ready to start working on this again. I've added a ton of stuff since the last update, which was over 3 months ago if I recall. I've taken a lot of time over the past 2 weeks to implement all of this.

The sprite has gone through a huge change, as well as some colors being changed. Bufanda has gone through many sprite changes throughout the time of development, and I do plan on keeping this design as the final, unless there is some small tweaks to be done. Overall, I believe the new design is easier to see, and the larger sprite makes for more detail.

Shown in this gif is what I ended up getting done about a week ago. I had added collectables (gems, act like 'coins') as well as adding a test enemy, which is the red version of the player, fully damageable as well as being able to hurt the player. It took 3 attacks to destroy it, making it drop gems. The orange object was a trampoline, which....made you jump higher. Spikes were also added, and slopes were recoded, so the player no longer gets stuck in them.

September 04 - ScreenshotsSeptember 04 - ScreenshotsSeptember 04 - Screenshots

Currently, a lot more has been implemented, including new additions to the tileset, an actual enemy, water with physics, drowning, popup damage, bubble effect while in water, and parallaxing backgrounds.

I hope to continue working with this amount of passion on this project, and all of your support has helped so much. Thank you!

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