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Disavowed
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Devlog
Slow Progress
December 21, 2024
by
ProjectLevel
6
Issues I've run into a few issues with enemy knockback, its not behaving the way I want it, likely conflicting with the mp_grid set up. I've tried a few different approaches using it and keep hitting...
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Enemy animation script
December 16, 2024
by
ProjectLevel
6
Faffing Not much visually to update you with as life has been predominantly about mucking around with the code and tweaking and altering bits on how the enemy behavior works. But here are a few featur...
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MP_GRID MOVEMENT WOES
December 12, 2024
by
ProjectLevel
7
What a HEADACHE. To calculate the movement of the enemy AI i'm using the mp_grid functions in gms2. The grid is initialised for 32x32 which matches my tilesets. There are some enemies that are 48x48,...
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Character Design - Morianna
December 12, 2024
by
ProjectLevel
10
#devlog 4, #Morianna, #character
Morianna This is Morianna, she's an important character in the game. She lives just outside the village area near the graveyard. If you want spells, she's the person you need to see. Her main function...
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Sprite Development
December 11, 2024
by
ProjectLevel
10
#character design
Bringing Life to Pixels Pixel art is great, I love its simplistic complexity! Just one pixel placed in the right way can change how an entire piece feels. its also immensely satisfying to work with if...
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Enemy Logic
December 09, 2024
by
ProjectLevel
8
#devlog2, #skeleton logic, #skeletons
LOGIC OF THE HUMBLE SKELETON Shout out to the sketchy scribble of a skeleton warrior in the gifs below, its a test thing so it's ok for it to look like that. For Disavowed I've chosen for the enemies...
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TILE-SET DESIGN
December 07, 2024
by
ProjectLevel
12
Creating a Dungeon Working on the first dungeon tile-set, the game is going to be a top down dungeon explorer, so I want to have some tall walls, and interesting feature pieces. What we're looking at...
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