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Skullcatcher

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Well, unlike the previous game where I had to reload the page to play (because I didn't know how to program it), at least this time, this game has more things added, a counter, a map that is larger than one screen, and BUTTONS to start the game. I spent a lot of time trying to program a double jump, at the request of my significant other, but then I realized that I just had to increase the jump force (quite powerful) thinking a bit about SuperMeatBoy.


I think one of the most complicated parts for me was designing the level itself. I waited for my significant other to arrive to ask if they had any ideas on how to design the first (and only) level, and when I did, they said no haha. It's a bit complicated to think of a platform level without enemies or traps (I can't program them). How can I make a respawn point if there's nothing that can kill me, right? I had to play around a lot with the platform layout to make something moderately challenging without looking too easy or too difficult.


I wanted to see if I could put lights that follow the player, or torches that move in the background, but I think I'll leave that for the next version (note). Maybe I'll add a player selection menu, or more levels that have traps or enemies depending on what I'm learning, perhaps. A music menu so everyone knows who Malice Mizer and Jun Togawa are!


It was quite fun to do, although the programming part is somewhat tedious. I hope I can make something more elaborate in the future. It's these kinds of small projects that make you feel good when you finish them, I think I'll feel much better when I do something more complicated.

BTW: the sprites aren't mine, our teacher provided us with them, so if you happen to know their author please let me know.


Intro: Sadness ~I know the reason for her sadness~ by Malice Mizer [1992] Sans Logique

BGM: Suki Suki Daisuki (Instrumental) by Jun Togawa [1985] Suki Suki Daisuki

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The game is really buggy, there are two up bars that i don't get their purpose. But it works (More a less). Keep working and improving because experience is the best teacher. Also try polishing collisions. Good luck. :)

etheranon responds:

thanks for the feedback! yeah, the collisions are a mess, currently working on it! As for the bars, they're volume sliders for BGM and SFX.

Credits & Info

Views
157
Votes
57
Score
3.21 / 5.00

Uploaded
May 6, 2024
8:19 AM EDT