corymakesgames
corymakesgames
Cory Makes Games
12 posts
I build games. Slowly.
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corymakesgames · 8 years ago
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A continuation of the Skullz prototype.
Fixed some of the lag that was happening with the skull as you ran and jumped. Feels a lot snappier and true this way I feel! Also: you can throw your head up all fancy like.
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corymakesgames · 8 years ago
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💀💀💀 Jumping head thing! It’s done in a bit of a dumb way, in that the floating head is tied pretty tightly to the x/y of the body.
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corymakesgames · 8 years ago
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Playing with a few things here:
Climbing objects, and more investigation of a finite state machine to accomplish this. It’s messy at the moment! If I were to do it again, I’m sure it’d be cleaner. Next time.
Parent/child objects (the pots) to accomplish some breakage, and some gravity.
I broke the jump stuff a bit, there’s something weird going on with the vertical speed/gravity. There’s a bit of a bump before you hit the ground that’s noticeable when you jump from a high place, which makes me think it’s something to do with vertical speed += gravity stuff.
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corymakesgames · 8 years ago
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Slow progress on this one lately, but it’s definitely something!
Depth is working w/ other objects placed in the map
You can jump, while maintaining position and depth 💯
Cute little blob thingy is added!
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corymakesgames · 8 years ago
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Playing with skewing, and starting from scratch with some movement code! The movement mechanics I was working on before got a little bit complicated... I think, unnecessarily so. Thanks to Zack Bell for this skewing script! 
The debug message in the corner denotes the depth of the player object. My hope is to add jumping, creating some sort of Link’s Awakening style of top-down gameplay.
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corymakesgames · 8 years ago
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Few minor things in this update. Also: behind the scenes stuff.
Adding in some more backgrounds, and making that work with the camera/parallax object.
Fixed the camera so it would work better when switching states, particularly when looking up.
More tweaking to the dialog system, mostly the styling there.
Tweaks to movement. There was some weirdness with pressing two keys at the same time, two different directions. That's somewhat fixed now!
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corymakesgames · 8 years ago
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Cleaned up the camera code to fix some wonkiness when transitioning rooms, and... A basic dialog system! ✨ Somewhat easy to re-use elsewhere if I want to. I just create an instance of the dialog object when I need it, pass it an array with any number of messages in it and it should handle everything. Resets the camera and character input afterwards too. Looking at the dialogs in Persona 5, I want to do something as splashy as those. A character portrait would be nice as well, but this is fine for now I feel. 🐶
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corymakesgames · 8 years ago
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Biggish update today! 🐒
New sprites! No run animation yet, tho. Outline is nice, at least on these highly saturated backgrounds.
Ability to look up! Camera moves along with it. Ooo, nice. 💯
Arrows tell you when you can perform an action (open doors, talk)!
Doors! That actually work good! The system has two diff. types: doors (tap enter to go to the next room) or entries (just walk in to them to transport). Should be easy to work with in the future too. There’s instance creation code for each that determines which room and where the player spawns, and that’s it! I want to get it working so that NPC characters can use them too. 💎
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corymakesgames · 8 years ago
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Character sprite added with jump, and crouch! Still playing with the background sprites. Experimenting with doors, and transitioning between rooms. Not exactly working as intended... but it’s a start! And that’s it! 💎
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corymakesgames · 8 years ago
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Parallax! Also: some cool Japanese corner shop thing! 😸 Parallax took longer than I thought to put in... Mostly my own fault in going with this custom camera setup. Wasn’t able to find the camera using standard GML functions, so had to go around that and pull the position from my custom stuff. Putting in nicer pixels is good, though! I like this side view.
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corymakesgames · 8 years ago
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Quick one here! 🏃 After reading Scroll Back: The Theory and Practice of Cameras in Side-Scrollers, I decided to do a quick tweak to the dynamic camera position in my system. camDir grabs the direction of the player, and then applies that to create an offset ahead of the player. This makes it a little bit easier for the player to see what’s up ahead (spike, flame, annoying NPC!)
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corymakesgames · 8 years ago
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Progress on my game so far, which features:
Setup for a dynamic camera system.
Basic character movement with jumping and dashing, variable jump heights, and states for further character movements and such.
Collision detection.
It’s been so fun building this stuff out. I’m sure I’ll rewrite most -- if not all of it --  in the future... but for now I’m happy with it. 😋
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