New games every week!
6th June 2017
Each week, people share their thoughts with my games, and I like to make little community topics where I can answer/comment on their comments!
It's a comment-o-rama!
I know, and it's a bit of a shame that this week's titlescreen was indeed tacked on.
In fact, it was REALLY tacked on!
I'd already done the screenshots, logos, icons and all that, and was doing my "final" test, when I suddenly realised I hadn't done a bloomin' background for the titlescreen, yet!
I quickly rushed a simple generic looking texture, and decided that would be enough.
If you ever see a bland tasteless thing like that, assume it was a rush job.
There's a lot of things I can accomplish within the space of AGameAWeek, but some weeks it can be hard to remember to get everything done "properly".
Yeah, the logo had more than 2 minutes spent on it.
.. It had about 3!
A simple text layer, followed by a couple of warp layers, and lastly a gradient layer.
I should probably make videos of my Logo generations, sometimes, as they're really not as impressive as they look
In the original 8-bit "Oh Mummy" game you had no real weapons. There was occasionally a "mummy killer shield" thing, which let you run into a single mummy to kill it, but I never found that a decent sort of weapon.
The Bomberman style bombs were something I added when I made "Greenie - The Eccentric Egyptologist" and I enjoyed the secondary gameplay mechanic that that brought.
Oh dear. I do hope that's not a standard issue. Maybe a tutorial level might not have gone amiss, this week?
Yeah, I wanted it to be at least slightly easy once you open a tomb full of mummies. After all, you don't want the whole maze being filled with the things.
I'm not sure if I made the bombs too powerful, but I guess only extended playtime will tell that for sure.
The bombs always explode after the same amount of time. It's only the beeping sound effect that changes!!
That was originally full of blocked areas and such. The blocks would generate too close and cause all sorts of inaccessible areas.
I ended up spacing the block generation out a little, so there's always 2 grid-references between adjacent blocks.
It's not a clever level generator by any means, but it makes some nice enough layouts.
Fun Fact : Disco Bert wasn't drawn, this decade!!
About 3 days into this game, I thought "Well, I might as well just use the original Greenie player sprites from the last game."
I opened up the folder, and in there I found not only the original Greenie sprites, but this unused secondary character, along with a couple more unused characters which may appear in future games!!
They're even in the original game's uploaded bundle, too, so if you want to see them, go and grab "Greenie - The Eccentric Egyptologist" and spend some time wondering what they might be used for.
I'm still not sure on those values. Feels like completing a level should probably give you a bit more. But it also gives you the choice of aiming for the key, or just spending time defeating all the Mummies.
The background tune's melody is ripped directly from the original 8-bit Oh Mummy, the original inspiration of this game.
Such a simple little tune.
Yeah, it turned out nice.
.. although, I'd probably grumble that the controls aren't quite as smooth if you're using a joypad. I'm not sure why that is, since it's the same control code I usually use.
New games every week!