00:00
00:00
Notakin
just your average ordinary bisexual pixel artist, not much
🪳

Age 22, He/Them

Pixel Artist

Pico's School

Behind you

Joined on 10/1/20

Level:
26
Exp Points:
7,126 / 7,510
Exp Rank:
6,244
Vote Power:
6.75 votes
Audio Scouts
3
Art Scouts
6
Rank:
Town Watch
Global Rank:
46,673
Blams:
32
Saves:
155
B/P Bonus:
2%
Whistle:
Normal
Trophies:
10
Medals:
971
Supporter:
1y 4m 16d

Notakin's News

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!


Tags:

3

Posted by Notakin - February 22nd, 2024


It's 2's day!

(Actually it's a Thursday and it's 2024 but you know what I mean.)

And not too long ago I announced development of my side project, Room Service, and shown its prototype footage from my YouTube. Today I got something pretty neat to show you, Here's more footage on the Project: NG Twitter:

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


And as you see the game looks more polished than the last few days ago, let me show you a small little trick on how I made the ground collisions seem pixel perfect.


"Sticky Landing"


iu_1165872_8231511.gif


As you can see from this gif here, the character is always sticking to the pixel of the ground after landing on the ground, In GameMaker this doesn't do that by default, and pixel perfect collision is hard to code, That I have an easier solution to that, not as tedious as coding it all in,


Here's how it works


iu_1165873_8231511.gif


The red line you see on the ground is known as the "Character Y Snapper", it snaps the character right back to its bottom y position, since it's a 1x1 game upscaled 3x each 6x6 pixel is considered a 1x1 pixel to them, thus sending the player back down on the very pixel where they're neither away or in the ground. Only after they land, or is close to landing.


Here's a better look on how it works.

iu_1165875_8231511.gif


You can see from the y position string that it's an even number every time they land.

And the jump_land_timer prevents the player from landing as soon as they leave the ground, making it too sticky.


Why am I doing this method exactly besides this being hard to code otherwise?

Here's what it looks like without the y snapper:


iu_1165874_8231511.gif


If you squint you can see that they sink below or float above the ground a bit each time they land, which causes an inconsistency,


Here's a better look:

iu_1165876_8231511.gif


You can notice how the y position is inconsistent.


With the y snapper placed on the ground it makes the landing seem more polished and pixel perfect without having to code the pixel perfect collision detection.


That's pretty much it for today, tomorrow I shall discuss the door mechanics.

Ciao!


Tags:

1

Posted by Notakin - February 21st, 2024


Not too long ago I've stated that I will be making smaller projects before I make Project:NG as it's very ambitious for my first project, so I thought maybe I can fill the void of my lack of experience with a smaller, newer game, I call it "Room Service (Working Title)".


Basically this game is a mix between Hotel Mario and Mappy, stylized after the 3rd gen namco games. You're a hotel employee, and you've been ordered for room service, but then the whole complex is infested with giant rats and other baddies, and their big bad plan is to open every door in the complex, probably also steal their food, such rudeness! It's up to you to close all of the doors while you avoid the enemy, and save the hotel.


Here's a few things about it so far.

iu_1165401_8231511.png


iu_1165402_8231511.gifiu_1165403_8231511.gif


Prototype Footage:

https://www.youtube.com/watch?v=l8-M4MouQu8


The game's engine is gonna be GameMaker, as I needed to use it anyway since I bought it years ago.


I plan on releasing the base game online in here, if the numbers serve me kindly then I might improve on this and release it in portable form.


Tags:

8

Posted by Notakin - February 20th, 2024


Since last year I've gave out my goals for Project: NG, hoping to reach these expectations by the end of it, but sadly I couldn't make it this far, at least got 1 character almost done. But this just came to mind, how can I make a game without primary experience for it? My experience came from animating sprites and making chiptune covers. Plus Project: NG has a lengthy scope that is set in stone, even so it's ambitious for my first project. So I need a plan to justify it, how can I even label myself as a gamedev if I didn't release a game yet? I mean I had gamemaker studio in my library for a long time and I haven't found the time to use it. Well here's my plan...


I'm planning on making small side projects, games I mean, but not the special kind something more so arcade like, it's cheesy, chiche'd and bare bones but just bare with me here, I need experience, I need to justify myself being a gamedev without a game to label myself with. I still got my character Selena, she probably needed a proper debut anyway besides art.


Don't take this as me going on hiatus from P:NG, I just need to stretch the muscles that's all. I'm still gonna make the main game, but I think it would be more ideal if I can make something fun and playable before I start calling myself a gamedev.


As for art, I can still do that alongside the games, even music too, I still plan on making my music more original, as the market demands diversity and creativity. Euphoria was a hit, not as big as the other covers but you know what I mean, I believe that kind of music, especially euphoric music, is easy to make and I love listening to them, it's a win win.


4

Posted by Notakin - February 12th, 2024


I found my old pc lying around and it was working like shit, so I installed Linux Mint on it, and now it works like new again! too bad it costed the hard drive, at least i archived my stuff beforehand hehe


here's a shot of it btw

iu_1160995_8231511.webp


looking neat, huh.


Now i can officially say that I can port Project NG to Linux! As for Mac ports i have no plans for those until I find someone with a Mac.


9

Posted by Notakin - February 6th, 2024


Today this morning Bluesky went public, so I don't need to share invite codes anymore.


Here's my account https://bsky.app/profile/notakin.bsky.social

iu_1158625_8231511.png


3

Posted by Notakin - January 27th, 2024


iu_1153595_8231511.webp


I got a vm working to see if i can use windows xp again, works as good as it was 20 years old.


13

Posted by Notakin - January 21st, 2024


I've been uploading chiptune covers of VGM's for a while now, it's been rough trying to have more people listening to my tracks here as the music portal is more strict with its rules than all the other portals, nothing wrong with that I mean it's not our fault any one of us can get sued over this easily. However, I may have come to an revelation that one of the reasons im not getting much reception with the tracks is because they don't have very much to offer besides being the same song but on different hardware, and I may have broken this rule about covers, so, I may need to go back to the drawing board and write something i can claim as my own, as for covers, i'm still gonna do those mainly for fun. From what I see recently is how original tracks tend to have a higher chance of getting front pages, and least likely to get nixed, so maybe now's the time I have to make something original as well,


3

Posted by Notakin - January 1st, 2024


Heya, it's been a while.

I thought I share a few things about my game in time for the new year.


As you're reading this right now I have officially released gameplay footage of Project: NG at last, showcasing Pico

https://twitter.com/PROJECT_NG1/status/1740138759981822157


I also shared a couple of things as well, such as techs.


Here's one for Parrying:

https://twitter.com/PROJECT_NG1/status/1741243057499242533


And here's one for Dashing:

https://twitter.com/PROJECT_NG1/status/1741517973129670905


I will be releasing each snippet of content as Things of the Whenever posts on Twitter, and as i collect enough tweets I'll compile them into blog posts, you could follow the Twitter, at least until the site goes belly up then I'll think of something to share my progress here, not sure I can post video footage like this, but I can still embed gifs.


In other news, I couldn't get the demo done and ready for this year, but I SWEAR ON YOUR RELIGION, this year shall be

DIFFERENT!


I'm planning to finish Pico and Hank and beta test with a few people, then do one more character and release it as the alpha build. I won't make any promises on when it's going to release but i assure you I hope we can actually get something out soon.


One last thing, I may have another thing planned, something to shake things up a notch, keep a close eye on it.


Happy New Year!


Tags:

7

Posted by Notakin - December 18th, 2023


After all these years of having hard drive issues, the dying hard drive, I got a new PC, that was one of the reasons I'm not getting any work done recently.


Just look at her.


iu_1131266_8231511.webp


15