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Making Levels Blog
17th August 2022
It took a couple of hours of code-tweaking to make a proper start on them last night, but I've finally made the first 10 or so levels in the JNKPlat Switch edition.

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I'd forgotten to add the little "tutorial" button symbols into the engine, so had to account for those before I could build the first level.
I then added the symbols into the next couple of levels, too, in the hopes that it helps players get used to the whole Two-Button-Jump thing.

Though I also still need to create a nice new Menu system to host it all, the game is at least playable, now, with a pack of tutorial levels before the usual influx of random levels with random amounts of difficulty

Levels seem to be working alright, and I *think* the extractor seems to be running well enough, for getting the levels back over to the PC afterwards.. .. Though it remains to be seen how helpful that is.
I'm still struggling with the whole "Two button jump using Browsercade's control scheme" thing.
Hmm..

Also, will the level editor be integrated in the final Switch release?
I'm not sure.. It could probably do with a bit of tweaking to make it a bit more user friendly! And we all know how I hate doing GUIs!!

Meanwhile...


Over in the Browsercade, something shoot-em-up is happening.
I'd like this to be nice and playable, but have spent most of yesterday simply trying to get the effect to work right.

Now that it does, it's time to add waves and other such spawning to the mix, and then see how much fun I can get out of the concept.

Also, it needs a name.
I currently have it called "Orb", since the original effect was a spherical orb. Unfortunately, I couldn't get a decent looking wireframe Orb effect to work, so wimped out and made it a cylinder instead! Lazy Jay strikes again.


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