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Notakin
just your average ordinary bisexual pixel artist, not much
🪳

Age 22, He/Them

Pixel Artist

Pico's School

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Joined on 10/1/20

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Notakin's News

Posted by Notakin - November 1st, 2024


Hi, its been a minute hasn't it, not too long ago I made a little game called Inn & Out, which was a bit of a success, but now I'm thinking of making some more projects with a new workflow and framework still using GMS2, however it's least likely that I may be able to put some of them on the site, due to some visual additions. HOWEVER, I do have some plans for games big and/or small, but first, let me show you a little demo I've been busy on for the last month.


iu_1294758_8231511.gif

This is the template to making my games in the future, fully functional 3D with all kinds of effects, using Keroro as a test subject.


This demo demonstrates all kinds of visual effects, alongside loading in 3d models and collision detection, effects included are;


  • Low Resolution Scaling
  • Vertex Wobbling
  • 15-Bit Color Depth Limiting
  • On Screen Dithering
  • Subtraction Fading
  • Addition Fading
  • Vertex Shading


Most of everything 32-bit consoles have at the time, maybe a little more, not entirely sure.

This will serve as the base for most of my 3D games I plan to make in the future, I'll make some 2D games to put on the site but I'm not thinking too much of it.


As for my other project, Project NG, I am not sure what to do with it now since it's in hiatus, due to me losing motivation and procrastinating on it, BUT, I have an alternative plan for the game, I may or may not reboot development into this new framework and go a slightly different direction while still keeping everything that made the game the way it is, but I may give the game a visual makeover and move from one engine to another, it's risky, but it might save the project.


Now, for the plans I have for other games, I got some of them from my dreams.


One game is a typical kart racer, but in a fashion style of arcade racers such as Rad Mobile, Daytona USA, or Ridge Racer, rather than just being a Mario Kart clone.


Another is a collecting game, where you're in a ball collecting things in a map dodging enemies, basically Pac-Man 3D, but it's called TangoWorld.


These games are 3D, though I cannot make these games work on HTML5, sorry.


And last, this one a huge project, but a dream game no less, as I've always dreamed of making a game such as this, I spare the details but basically it's a 3D platformer, alienating the arcade genre for a campaign type.


Finally, Plans for Inn & Out


I want to also work on a QOL update for the game, while adding more bonus content to expand on the game itself, I plan to add QOL additions/fixes, different visual styles, playable characters and cutscenes, also music updates too!

The update also introduces Leah, Selena's best friend and #1 partner.


That's pretty much it for me now, I'll try my best to be more active on this site as I am burning energy to do things, I gotta convince myself to work on stuff more without burning out, I got personal things I need to pay attention to so I cannot afford to always be here all the time, good day.


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7

Posted by Notakin - August 30th, 2024


It's true, I turned 22 today! I don't expect a whole bunch but a good handful of birthday wishes from you guys. it's been a really long year and i can't believe i got through it already. Here's to yet another year.


27

Posted by Notakin - May 11th, 2024


Yes, at this time of year, at this time of day, in this part of the country, localized entirely within my kitchen.


It was the faintest one ever but I still see it from there, sadly I cannot take a picture of it, but I'm sure some of you have seen it too. Just wanted to share the fact that I have witnessed the northern lights


12

Posted by Notakin - April 30th, 2024


I just want to say happy birthday to you Tom if by good chance you are reading this blog right now, I hope you have the best birthday ever as each birthday comes around, even the next.


I also just want to thank you for giving me a sturdy platform to post my art and content while no where else would get me as out there as here.You inspire me to keep on drawing, composing, even pursuing a game development career.


If it weren't for you, I wouldn't have the inspiration to be an artist today.


Thank you.


21

Posted by Notakin - April 8th, 2024


It's finally out after 2 months of painful development


Now i get to finally launch this sucker for all you to see.


Come and get it!!!


9

Posted by Notakin - April 2nd, 2024


That's right! The game is finally wrapping up after 2 months in development.

It's coming to HTML, and probably executable soon after.

Hopefully it would've been worth the wait.


If there's anything I would like to say is that I had fun developing this game and I cannot wait until I can release this to the world for all to see. Sure it's been difficult at times, but I tried my best to make this as stable as I can get. So, yea, see you next week!


iu_1183889_8231511.png


8

Posted by Notakin - March 21st, 2024


It's another week, another 2 weeks actually. Inn & Out progress is doing good, slower than usual but eventually I'm gonna make it, I believe I will,


Anyway, let's discuss what I've added since the last few weeks.


First of all, right now I've just posted more progress on my Twitter,

https://twitter.com/ItsNotakin/status/1770895989211124180


Shows a lot of stuff from the last time so I can just break it down a bit.


First, I got a title screen, very very basic, but it comes in handy to prepare my recording software to fetch footage.

iu_1178171_8231511.png


Next, I got an intro sequence working, as to mimic the old arcade games it was based off of.

I also included the entity loading, the first intro is pretty long, has a jingle and loads the rest of the world.

The 2nd intro is shorter and silent.

I also included the flashing 1UP HUD element.


Next up the enemies have smarter AI, they don't just walk around until they hit a wall, they do more than that.

They can jump, and use the elevators.

iu_1178173_8231511.gif


Next up, the coins, these bounce around the stage, collect them for 10 points each.

iu_1178172_8231511.gif


Collect enough coins and you can activate the Bonus Door

iu_1178175_8231511.gif


If you can get to the door before it disappears and open it you can claim your prize, a bonus prize that is, level dependent.

iu_1178174_8231511.gif

Don't worry about it not being valuable, these get better the more you play.


I'm not gonna gut it's technical stuff this time, I just thought i can showcase more progress for this game.

As for when it's gonna be done, I don't do release dates, as I never seem to nail it.

But I am hoping for a mid to late spring release.


That's gonna be all for now, see you later!!!


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6

Posted by Notakin - March 16th, 2024


iu_1176098_8231511.png iu_1176099_8231511.webp

iu_1176100_8231511.webp


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12

Posted by Notakin - March 3rd, 2024


It's been quite a while since my last dev log. And I've been hard at work making the game itself.


Let's see what we got since the last log...


There's a new name for the game, "Inn & OUT!"

iu_1170361_8231511.png


Logo looks nice.


Oh I'Ive programmed basic enemy behavior, lives, a death state and a game over screen.

https://www.youtube.com/watch?v=FQyKJsFhs8M

This footage didn't have the proper GUI made.

It took me a few days just to get that working just right, figuring out how to pause the game and such.


The music was made in Furnace Tracker with the Namco WSG chip.


I also programed stairs for people who don't feel like jumping to another floor

iu_1170363_8231511.gif


I got the HUD mostly working, along with working score and a CRT filter

It's toggled with a debug key for now, but I'll find something to give players an option to turn it on and off.

iu_1170362_8231511.webp

I wish I can get a semi-fisheye lens filter too, but this is the best I can do.


and that's not the last of it, I made a screen border for the web versions for the game, for now. Me and Kokorohatsaru made it, I did most of it however, for portable versions I may find a way to toggle that too.

iu_1170364_8231511.webp


I have just about 28 things left to do for the game, I can't wait to release this to the public, see you soon!


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5

Posted by Notakin - February 23rd, 2024


Hey, it's me again

Yesterday I showcased the Sticky Landing mechanic for my game, now I should discuss how the doors work.

For reference purposes here's the footage again:

https://twitter.com/PROJECT_NG1/status/1760764361680073085


Here I am going to demonstrate how these doors work.

Prepare for some nerdy stuff.


Here's a gif of the doors systems:

iu_1166298_8231511.gif


With the regular doors you can close them, open them, knock them and even enter and exit the doors, just like in Hotel Mario for the CD-i.


You can also use the elevators and move on to the next floor.

Usually from Point A - Point B, these are a vital movent mechanic as there are going to be more than just 1 floor to clean.


But how do they work?

Doors have hinges of course.


Anyway, here's a more in depth analysis of the door systems, elevators count as it uses the same code as the doors but only entering them.


Each door can be interacted separately, and each every one of them have 4 states, open, closing, closed and opening.

And the player also has 4 states with the doors, exposed, entering, hidden and exiting.

The point of hiding in the doors is that you cannot attack the enemies, but you can dodge them by hiding in the doors, which is why you can open the doors again, in case you're in a tight situation.


You can enter the doors by pressing Up, and exit by pressing Down.


Now, how do the doors open and close?


The player only has 2 buttons, A and B, A is to jump of course and B is to interact with the doors.

The door detects whenever the player presses B, when the door is in the open or closed state, and the player is in the door's hitbox, when they check all these boxes it changes states from 1 - 2 and 3 - 4.


Here's what the hitbox looks like:


iu_1166299_8231511.png


If the doors are in state 2 (which is for the closing animation), it starts a timer to switch between states, when that timer hits 0 and the doors are in either states 2 or 4, it moves on to the next state as it resets the clock.


The player hiding in the doors have a similar timer function, which determines if the player is truly hiding or not, not just that but it plays the animation.


As for the elevators it's also the same case for the doors, press up on its hitbox and you enter it.


It also has a timer just like the doors, but just for the animations, after the first animation plays it calls the other elevator to play its exit animation, and teleports the player there, vice versa for the first elevator.


You may have also noticed how the player has different sprites depending on which direction they face, and they store the same direction they last faced. That was just a simple method for flipping the sprites, the player has a sprite for every direction they face, as I couldn't automatically flip the sprites myself. But it does give me the opportunity to make the player store the last angle they faced, for a more dynamic approach.


That's pretty much everything the game has to offer so far, I haven't made any more assets than these, make sure to wait here as I develop the game even further than just a Hotel Mario clone, see you soon!


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