Submissions by HacksawUnit tagged art

I drew two new enemies today.

Beep boop.

Yesterday I forgot to post to both my personal "One Room Dungeon" streak and the "Make games." streak. Technically, I broke my "Make games." streak. sigh... Oh well!

Anyway, TWO new characters today!

Introducing the Psychic and the Brute!

The Psychic uses her psychokinesis field to slow ghosts! The field is passive, and takes a lot of energy, so she's slower than the rest of the cast.

The Brute is fast. I mean, REALLY fast. But he's not very good at the whole "stopping" part of moving, so he slides around a lot.

Combat!

A submission for Make games. 27

You can smack enemies now! Once you hit them, they fly off the screen.

Logo

A submission for Make games. 25

Here's the logo!

(More behind the scenes stuff today)

Today I started to implement enemy spawning. Portals will appear on the outskirts of the room, spawning enemies. In the original "One Room Dungeon," walls and enemies both spawned all over the room. In the remake, walls fall in the center, and enemies spawn in the area surrounding the center. The spawning system is not done yet: I need to implement "intelligent" spawning and make sure every enemy can spawn.

Slimes now shoot particles everywhere when they land (as suggested by a commenter on a prior update. Thanks for the suggestion!)

Enemies sitting under falling walls get squashed now (I plan to make the effect less bland later.)

I have implemented a lot of new things today!

I have added in a shadow effect to walls so they are more prominent. Don't worry, the player, the enemies, the key, the chest, etc. will not be obscured. Well, there might be *one* thing that hides in the shadows, but that's a mechanic for another day!

The chest can now be opened. I'm pretty proud of the animation, and how the coins go shooting out of the chest.

Speaking of opening chests: In the one original one room dungeon, walls faded away after opening a chest. In the remake, they will go away after a chest has been opened two times.

I've also been preparing to implement something very special: dynamic music! More on that later.

It's a giant slime! What does it do!? What are those hands for!? Nothing, for now! I didn't have time to implement any features or animation today, so will have to settle for a boring still image of an unfinished boss enemy.

Impact!

A submission for Make games. 16

Now the player gets an idea of where a slime will land once it's up in the air via a little flash on the ground.

Also, the slime makes the screen shake a bit when it lands. (The gif doesn't capture this too well; it happens consistantly in the game.

I redrew the original "One Room Dungeon's" room in the remake's resolution. It's not perfect; I will go back to it and make it look better later.

I also made a spawning animation for the key and got it in the game, added sparkle sprites to draw attention to the key and the chest, and got the key spinning around the player once he or she grabs the key.

The key now bounces off of walls. The collision is really bad right now, so I'll be going back to it later.

I also made an animation for when a chest spawns.


Now the player loses control when he or she runs into an enemy, just like in the original "One Room Dungeon."


I have two sets of character animations done.

I plan to add several characters, some with different mechanics, ala "1001 Spikes," but for now I just have a female and male version of the play character from the original "One Room Dungeon". I rigged them up to the same input so you can compare animations in the attached GIF.

(I also worked on a secret mechanic today. I'll detail it when it's ready to show off! :-])

Today I implemented the Slime enemy's animation.


This enemy chases after the player, occasionally pausing and rushing, just like in the original One Room Dungeon.

It's easy to deal with when it is alone, but in large groups, Ghosts can become a serious threat.

Today I created the movement code and implemented the art I drew a couple days ago. There is no collision detection or defeat state for Ghosts and the player, as you can see in the attached GIF. Maybe tomorrow.

I have created animation for the player (idle, walking, and punching), got the player moving, added in a key with animation, and created a grabbing/throwing mechanic.