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41
Completed Games / Level Mayhem 1.4 .exe build
« Last post by Gizgord on January 31, 2023, 10:44:55 PM »
If you don't own Platform Builder and wish to play the game, check this Google Drive link to download the .exe export!
Unfortunately, it's missing a few assets compared to the Explore release. Besides that, they play the same.
Enjoy!
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Completed Games / Level Mayhem 1.4
« Last post by Gizgord on January 30, 2023, 11:23:01 PM »
Hey everyone, just want to remind everyone that Level Mayhem 1.4 is done and ready to play!



This version doesn't include the 'secret' content, sorry to disappoint you. I might come back to it at a later day.
That being said: Have fun!

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Resources / Re: Best tools for your resources in Platform Builder!
« Last post by ChrisHammer1981 on January 10, 2023, 11:56:34 AM »
I use Aseprite for all the graphics and a cheap Gaomon Graphic Tablet on Windows. Sometimes i use Clip Studio Paint on my iPad.

For the Music, i use PixiTracker on the ipad. Its simple and for non pros like me.

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Introductions / Re: I'm back.
« Last post by Gizgord on December 21, 2022, 10:45:47 PM »
Welcome back, brother. Happy to see an old user join us back.
Nowadays we're mostly hanging out on Discord
https://discord.gg/j8ZYQhQYhU
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Introductions / I'm back.
« Last post by iplux on December 21, 2022, 12:47:08 AM »
Hi.

It's been a hot minute since I last logged in here, heck, some people even thought I died from a stroke or a heart attack.

Anyways, I'm Yann. I'm 14 years old, almost 15, and I'm a French resident.
I was kinda active on the forums in 2019, and I didn't consider myself "known" here until I saw a wiki article with my crap old game on it.

I'm planning on either remaking World's Chaos or just letting it in the dump and make other games.
But I'm back in the community, and I missed you guys.
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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on December 15, 2022, 09:40:48 AM »
Another update, I'm getting very close to having the next demo ready - not much more to make. I know nobody has replied to my last 4-5 posts here (and a lot of that is because the forums are very slow). While I'd appreciate more feedback on my progress, this thread is really to track how much I'm getting done. After this one I'll probably take a break from PB for a day or two, been working on it constantly. So, new stuff made this week.


Challenge Zones: Spoiler







^^ This factory challenge is a longer one, since it unlocks a shortcut.






^^ This one's unique, where you have to look around this rail yard and its buildings for three keys to complete it.



Arenas and Bonuses: Spoiler






^^ More of the new "enemy arenas". There will be 15 of these, and an award for beating 10 of them.






^^ This bonus on a train is a fast moving auto-scroller, so you have to be quick and careful to grab those coins!



Thanks for having a look guys - not much more to go, them a new beta demo twice the size can be released
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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on December 07, 2022, 09:59:37 AM »
Hello guys, another update here since I got more done than expected yesterday. The extension to the hard path is just about done now, with its four levels. First is a long fort, which I recorded a video of, posted below. The second level is the video in the previous post. And the last two, I'll just do some screenshot of the levels zoomed out.


This is the longest castle in the game yet. There's a finished rising lava section starting at 9:00





Fungus Tunnel, kind of an open maze one, with a few hidden gems (some literal) if you search it all.





This is the first bit of the hard path's train level, which is not only underground, but you start at the engine this time and have to work your way left, to the back. Made a custom layered background too, so those wood beams zoom by.

That train level is almost done, but I still have arenas, stores, challenges, and bonuses to make. Maybe 20 or so altogether, but those don't take nearly as long. Still planning the second big demo release before Christmas, making the demo twice as long, ending at the three paths' halfway point where they join up again. It'll have new content and quality fixes to the old levels and map areas too, so there will be plenty of new content out for this in a few weeks.
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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on December 04, 2022, 09:23:52 AM »
Quick update with a video of one new level:


This is a level on the hard path, right after getting the double jump upgrade.

There's new music, and new sound effects for the checkpoint and extra life.

Also, new enemy - well, it's just a Stingbat that's on fire, and shoots fireballs, but still pretty dangerous!

Anyway, the hard path is coming along; these levels are just longer to build of course, but I'm still pretty on track to have a new demo out before the holidays.
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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on December 02, 2022, 04:18:21 PM »
Small update, I just got the next four levels of my easy path finished, getting closer to the city area. I took some screenshots of their best sections, zoomed out:


NEW LEVELS: Spoiler




This path's fort is log style. It's just a bit more complicated than the first fort.



Outdoor town themed level, a deserted depot.



Third is a warehouse (with a "new" background I made, with layered girders), with a twisting path, but pretty standard run through. Not searching for keys in a maze like the previous two.



Last is the easy path's airship - a lot more forgiving than the airship in the current demo (on the hard path)

Thanks for taking a look!




I have a few more new mechanics to work out, and some old levels need an overhaul. Then I need to make five more levels - and a handful of challenges and bonuses - and that'll connect all three paths at the game's midpoint. Then I'll release the second demo, which'll be about twice the length of the current one. Probably be another week, but I'll post any relevant updates here.
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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on November 26, 2022, 05:15:31 PM »
A couple new updates. First I'm making a new kind of extra level, which will add some content to the early parts of the game that will need to be replayed after the next update:


ENEMY ARENAS: Spoiler


These are "test centres" for all the enemies. I'm doing this instead of a bestiary, so the first room is a little lab with some info, and perhaps an NPC. Here's four of them:





Behind the black door is a short level full of just that enemy, and you have to defeat them all to complete that course.





The first one, for the common "Tarpy", is the easiest of course.







They'll get longer and more complicated, the more threatening the enemy is. The next demo coming out will have 15 different enemies, so there'll be 15 of these places scattered around the map. The final game should have 20-25 altogether, and I'm thinking the reward for beating them all will be upgrades to your attack power. Maybe one upgrade halfway through, and another (or like, a sword...) for all of them.



The world map is also finished now, with all the main levels placed, even though only about 35% of them are actually made. The game will be almost half finished for the next demo. So this map is subject to change of course, but have a look at the potentially finished map if you like:


FINISHED WORLD MAP: Spoiler





The halfway point in the game is the little house in the middle. The three paths can connect there if you've played them all up to that point, but branch off again into easy (the city), medium (snowy mountain), and hard (mines and lava caves). The the final "world" has you taking on a tower sequence to enter the walls, and a few fort levels in a row before the final stage - though there'll be a few surprises in their designs.





That's basically how the world and path structure is laid out, although these world might not be mentioned in game, as it plays like one big map. I calculated some totals too; the final game should have 51 main levels, and about 20+ each of optional challenge zones, arenas, and bonuses. That's a lot to complete, but the shortest possible path to the end should be just 22 levels. There'll be a few different ways to beat it (and therefore several endings).

But that's looking ahead, I have plenty to design in the meantime! Hopefully the next demo will be out before the holidays, lots of levels to make. Thanks for looking it over, and any advice is appreciated!

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