Hey, it's been a while.
Last year I had difficulties progressing with Auge so I decided to put it on hiatus.
Since then I've been working on Nim & Nom, a Platformer/Collect-a-thon. There is still a lot of work to be done but it's now at a playable stage.
There's only four stages in the demo.
Any feedback is appreciated.
I hope you enjoy the demo.
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Update - 25/11/2016
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Update - 14/2/2015
Thank you, again, for all the feedback everyone.
I didn't have many chances this past fortnight to work on Nim & Nom, So I couldn't get everything I had planned done. Most of the work done wont be noticeable as I needed to rewrite some of the routines and spent most my of time with that.
I wasn't able to create any new stages, so the game is mostly the same as the last update. There is a level at the end that wasn't in the previous version, but that was being used to test sprite and is not a proper level.
I'm hoping I'll get more time to work on Nim & Nom in the following weeks. There's still so much work to be done.
Tweaks:
- Flies will no longer stun the player, instead, they can be pushed around.
- The select button can now be used to navigate the menus.
- The player's max run speed has been reduced from 32 to 28.
- The height of the player's hitbox has been increased by 2 pixels.
- The vertical boost given by bubbles has been increased by 7.
- Rearranged the title screen.
- Springs now bounce the player even higher if the jump button is pressed as the player lands on one. It will also add a breif moment of invincibility.
- When hit by an enemy, the player will get knocked back in the direction it is moving, instead of the opposite direction the player is facing.
Added:
- There is now a 4 frame window for the player's input to take affect.
- Sprites will now create a splash when landing in water.
- The player can now be seen while underwater.
- Pressing start on the second controller will skip the current stage and load the next. This is only temporary and I decided to leave it in because there are no new stages.
Last year I had difficulties progressing with Auge so I decided to put it on hiatus.
Since then I've been working on Nim & Nom, a Platformer/Collect-a-thon. There is still a lot of work to be done but it's now at a playable stage.
There's only four stages in the demo.
Any feedback is appreciated.
I hope you enjoy the demo.
------------------------------------------------------------------------------------
Update - 25/11/2016
------------------------------------------------------------------------------------
Update - 14/2/2015
Thank you, again, for all the feedback everyone.
I didn't have many chances this past fortnight to work on Nim & Nom, So I couldn't get everything I had planned done. Most of the work done wont be noticeable as I needed to rewrite some of the routines and spent most my of time with that.
I wasn't able to create any new stages, so the game is mostly the same as the last update. There is a level at the end that wasn't in the previous version, but that was being used to test sprite and is not a proper level.
I'm hoping I'll get more time to work on Nim & Nom in the following weeks. There's still so much work to be done.
Tweaks:
- Flies will no longer stun the player, instead, they can be pushed around.
- The select button can now be used to navigate the menus.
- The player's max run speed has been reduced from 32 to 28.
- The height of the player's hitbox has been increased by 2 pixels.
- The vertical boost given by bubbles has been increased by 7.
- Rearranged the title screen.
- Springs now bounce the player even higher if the jump button is pressed as the player lands on one. It will also add a breif moment of invincibility.
- When hit by an enemy, the player will get knocked back in the direction it is moving, instead of the opposite direction the player is facing.
Added:
- There is now a 4 frame window for the player's input to take affect.
- Sprites will now create a splash when landing in water.
- The player can now be seen while underwater.
- Pressing start on the second controller will skip the current stage and load the next. This is only temporary and I decided to leave it in because there are no new stages.