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Dev Log: Boss Attacks

Dev Log: Boss Attacks
Been working away at prototyping some attacks for the big demon sisters fight in Sky Sisters. Check it out!

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This week I made some good progress on a lot of their attacks. Their main style of attacking is with these "void bullets." The bullets can shrink and grow and almost all of their attacks utilize this in some way. They also can shoot normal bullets just like the players, and even have access to one or two special attacks that the players also have.

I do believe this is the final part of the game before it is ... done! (Except music, whoops.)

Dev Log: Star Pads

Dev Log: Star Pads
One of the issues I'm trying to solve in Super Sky Sisters right now is keeping both players engaged. After some playtesting and feedback some players end up in scenarios where one player becomes the "dominant" player and the other just follows that player's lead. This can be somewhat effective for playing the game, but the non-dominant player ends up just kinda tailing along and isn't really having that great of a time.

One of the things I'm playing around with is the idea of having these "star pad" type things that appear on the map every 30 seconds. When one angel is in the star pad, the other angel will get a big boost of power. This has two effects that I'm hoping will shine through.

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The first one is that in the situation where one player can't get a good shot on an enemy or a boss, that player can now try to position themselves on a star pad to give the other player a big boost in weapon power. I'm hoping this will give the non-shooting player an option to not feel like they're doing nothing.

The second is that it gives the players another reason to move and to end up in positions they wouldn't otherwise approach. I believe the game plays really well when the players are actually going for points, but a lot of players wont do that their first few times playing. Most players are just interested in survival for the first few times they play.

Probably more thoughts and changes regarding this soon!

Doodle Post

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Super Meat Boy Web Zone

Super Meat Boy Web Zone
Recently the Super Meat Boy website servers totally crashed and took everything down. Basically everything was lost except for any local back up copies of anything, and I wasn't exactly keeping a local copy of the site's mysql database on my local machine. With the old site gone there was an opportunity to make a new site, so here it is!

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I made use of all the fancy new CSS tricks that all the kids are using these days. The website adjusts itself when it's scaled up and down in the window. Different stuff happens on mobile. It uses the Upheaval font (the font used in the game) with fancy weird CSS tricks instead of images made of text. There's animations on stuff that also just uses weird CSS tricks. There's even a video background for the main header, whoa!! I can't get over how much stuff CSS can actually do now and mostly all browsers support it! (Well I don't care about internet explorer or safari so hopefully they're cool.)

Dev Log: Shield Effects

Dev Log: Shield Effects
Chipping away at some of the new work I've created for myself with Super Sky Sisters. So far it's been going pretty well! I'm trying to get the new boss's look and feel to a certain level of quality before pushing into the actual fight too much. Here's some of the effects for their shield!

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And regaining the shield

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The basic idea is that you'll have to use both sisters to take down their shield and then you can go crazy on their orb. After dealing a set amount of damage their shield will turn back on and the fight will most likely be separated into different phases based on how many times their shield was brought down.

Dev Log: Runes n More

Dev Log: Runes n More
Warning! This is now mega spoilers for Super Sky Sisters if you ever want to play it without knowing the most secret of secrets.

The latest developments on Sky Sisters have been working on the super secrets that will be in the game! The basic idea of it is that the players can activate these secret rune things that trigger based on different game play events. The events are things like taking no damage for a certain amount of time, beating all the bosses, getting all the power ups, and all that kinda stuff. Whenever one of these events is triggered a game event appears that is unlocking one of the runes.

This is all still pretty work in progress stuff!

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When the players complete the unlock sequence they add the rune to their collection.

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What happens when they get all of them?! Well it's going to be a big secret boss fight. I'll be working on that next week, and then cleaning up all the effects and art for all of this nonsense... and then I think the game will actually be content complete except for audio. Yeah!