#8bit platformer
23 messages · Page 1 of 1 (latest)
Very cute! Are the assets made by you as well?
Almost everything. The background is not self-drawn. I just put some filters on it and reduced the colors.
Nice! How about the lighting on the grass and walls, is it dynamic or built into the sprites
Everything static. Didn't implement light.
woah i love the art
i am so shit at pixel art so everything i program now is with abstract shapes 😎
Lovely!
Mashup vibes of Giana Sisters + Prehistorik Man (SNES) and platformers from the SNES time in general. I like it.
Trying out another palette for some darker levels with caves.
the graphics for this are amazing imo, better than a lot of released pixel art games out there. And out of interest: is it actually 8-bit or just 8-bit syle?
It has an opengl backend without an emulator, so it can't be 8 bit. I had the idea to get it running on an esp32. It is still lying here on my table together with a 320x240 tft screen. But even then it wouldn't be 8bit.
What I'm currently proud of is the size. The exe is currently under 800kb. Together with the pictures as a zip only 400kb.
I have rewritten several libraries myself and use my own image format, which is a bit smaller than png's. (same compression, smaller header, no palette)
The game uses 4bit (16 colors) palettes. I can also easily switch the palette of the player character. For example, the second screenshot shows this one with the background palette.
One of my favorite enemies. Don't touch it.
if you fancy janky no_std code (like esp32) - I could maybe help port it to PSP
@opal lily I'll get back to that if I ever have to tackle it.^^
fairy
Titlescreen with pixel artwork
gameplay: https://streamable.com/ve9e5c
I thought I'd give a little update on the project.
The content hasn't changed much so far, which is because I'm still working on the custom level editor for the game. Therefore, any changes are mostly technical in nature.
I've removed most of the external dependencies, including stdlib, and communicate directly with the Windows API. This, along with other code optimizations, has reduced the game size, including all resources, to just 140kb. One of my primary goals for the project was to make the exe as small as possible
To continue working on the game itself, I'm missing a feature in the editor, which I hope to implement soon. Additionally, the game can't be built with the editor right now.
This is the state of the current Level Editor just for the Game:
I also uploaded the image and window libraries to crate.io.
https://crates.io/crates/ingris
https://crates.io/crates/wingl
And the most important thing at the end, even if it's not finished yet: You can play it here. If you have a PC with Win 10/11