Post news RSS DASH - the 2d Platformer Creation Tool [Update #017: Backgrounds & Larger Rooms]

Jake takes a look at some new backgrounds and a new system to make the game rooms larger + more. DASH is a new low-res and 2D platformer creation kit being developed by Copnhagen-based indie company Baby Duka. A vertical slice is currently in production.

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Hello! If this is your first time, there is already lots of content to explore with updates every Wednesday and Saturday live on Twitch. Go follow and get notified as I begin the stream. All development streams are uploaded to the Baby Duka YouTube Channel. DASH stands for Danger Action Speed Hero - the ultimate 2D, low-res platformer creation tool. The official reveal of the prototype was on 1st of February 2018. I'm a solo dev doing all the stuff myself so far ♥

Hey guys, I hope you're all feeling good. This week I'm working some more to polish and solidify a few systems or scrips. My goal is to have the vertical slice ready the 25th of April. If you're not already a DASHer and want to be a part of the early test stage, please join the dev stream today (Wednesday) at 8pm - 10pm GMT or on Saturday at 6pm - ?? GMT.

Follower alert gaphics

Say hi in the chat, a little bit about yourself and perhaps you'll become one of the DASHers. More andmore are coming to watch the development, so come join. It's fun.

Larger Game Rooms:

To be honest, I was a bit lazy and had left the default room height 360px. The new size is 492. It feels much much better now. Before, I've played around with a square 1:1 ratio but that seemed like too much. The extra pixels are just what makes everything more roomy and easy...

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(Having the extra pixels under and above adds to the feeling of spacious canvas in the editor)

Updated Backgrounds (backdrops):

Because of the new logic to the room sizes, it made sense to remake the backgrounds. As mentioned before, the backgrounds are sketches or dummies until a background artist will be working on it. They are cool but they take time and a person solely dedicated to shaping the backdrops, is an absolute must imo.

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(Backdrop: "Palm Trees", Colors: blue/gray)

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(Backdrop: "Vines", Colors: blue/green)

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(Backdrop: "Machine Halls", Colors: dark gray/gray)

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(Backdrop: "Junkyard", Colors: pink/purple)

"Set Up Level" menu graphics:

I've polished the menu in which you set up the level you're about to create. It now looks like this:

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The red marking the selection is just up my ally. It suck attention. So the option which you've chosen is highlighted with a red color.

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Oh, and check out this icon. I'm happy how it turned out. Sharp and catchy.

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(DASH Windows icon)

Walls Are Out For Now:

I've had to ditch the wall system. It took up wayyyy too much tme, and I had put myself in a corner, which stressed me a bit. I decided to spend time on the last tiles, mechanics and polishes!! Also, the game will be released early access so implementations will come along the way. The wall layer is still important so I will get back to that in the future.

Rethinking Water System:

The shader which drew the neat water in the levels was hard to tweak to work with my cam script so I've ditched it for now, knowing that there are cool ways to do something as cool as the water/lava/toxic waste which can be toggled on/off in the editor. Here's an idea I'm working with:

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I have some more stuff cooking, which I hopefully will get into in today's dev stream.

Here's a cool move for ya

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PROJECT STATUS: All Top-Priorities Cleared.
Soon it's demo time!

Watch the development LIVE on the Baby Duka Twitch channel every Wednesday (8pm GMT) and Saturday (6pm GMT)! Updates here on this blog both days as well.

To the DASHboard!

- Jake, Baby Duka studio (Copenhagen, Denmark)

NEWSLETTER on the new website ►

Open development stream ► (Wednesdays 8 pm GMT, Saturdays 6 pm GMT


Love the level editor. Could lost myself for hours just playing around with it! Nice job! :)

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BabyDuka Author

Cool! Thanks a lot my friend. Looking forward for you to dive into it. For hours ;)

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