Lab Rats

toxic hell via godot all day everyday – there will be a minor role for drawings though.

I think the past few weeks I have neglected this site as anything beyond staring into the scripting of pixels seemed like a waste of precious minutes that could be used to both resolve and generate new bugs in a never ending cycle of what I hope is a learning process.

So, to start the month, and update, on a game, no drawings this entry. But next week, entry etc. drawing shall return I think…

Lets start with the testing lab.

I made 6 rooms to try out different mechanics and bits, as well as to make sure I can get the doors to all work and that the camera will shift into positions and hold, its all pretty rough, but I don’t expect this to perfect as I have never done this before.

Rat abuse is probably mandatory in all labs by now, rats are kinda gross, but it is uncalled for.

Testing boxes, ladders, dialogue, items etc. The basics are pretty functional finally, but I need a lot more polish and tweaking.

This is the hardest bit, I am trying to make my human enemy template by sorta making a variation on the players code. But also taking many liberties with its abilities since it can be more interesting and varied.

I woke up at 3:30am to do this…?
Obsessed with “Boxes” now.

Here is the “AttackDummy” in action,

One day he will be a very simple fighter, for now he is just rather confused and prone to outburst. But at least he seems mostly to look in the right direction.

Basic library of power ups, to be doled out sparingly at some point.

Semi functioning death sequence, pay up to live.

Testing for very basic physics in here, de-tangle some code, throw it on a big head and see how it works.

And finally a bit of the “actual” game.

Making this mess in GodotGodot Engine – ITS FREE, OPEN SOURCE ETC. GO GET IT
Cat Tax Paid

ok. time to go touch paper again.

 

 

 

Unforeseen Naps

toxic hell substitutes are not accepted here

I think I forgot to update this website in some time. I was a bit carried away with redesigning and reworking this ‘game’ of sorts, studying the River City Ransom sprite sheets. Added some CRT shader, a simple quest, double jump, better UI, and a bunch of other stuff. Wrote up some kinda manifesto for it, now I just gotta learn more programming and program it on up, no prob. Look up Heartbeast on Youtube if you wanna get into it, he has a sale on his course, which I am currently engrossed in doing: www.heartgamedev.com

Broudy’s interior, wip.

Old design had just too many pixels for me to animate, maybe in the sequel a fat headed baby design can be put to use by me. Or as a boss.


also, drawings and such
fuck up, get cut

This pic, was going nowhere slow. Now it can do so in pieces, cause… composition needed a severe shock, won’t fix anatomy tho.

Scanned in some for today too:

Honest labor at an honest wage

And a few more miscellaneous bits from the studio since I am here and not neck deep in “game development”.


Cat Tax

Barf City

Barf City / Toxic Hell

Small Tweaks – Small Tweaker – Welcome to “BarfCity” / “ToxicHell”

Pure mock up – No worky yet
Pure horror

Some vague fog of nostalgia and humidity.

And I haven’t drawn much of anything the past week.

Since the above was recorded 2 days ago, I think I have re-done the walk (no damn hat wiggle) and jump animations (that flattened waffle hand had to go!), trashed out the projectile attack (not shown here), added  a butt slam type move, a jab and a right straight punch, a run button that doesn’t animate properly, jump up thru platforms, but I can’t do the down jump yet. Uh… those heads can chase you kinda, but I removed em again to focus on other shit. Now he can’t run back up that hill either, cause… gravity is better that way??? well the slams are better and the falling is better.

Goombas never die

Ugly Manatee Tax

So I will post more drawings and more of this next week.

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