Almika 2 (working title)

mouse spirit

Well-known member
Yeah I want visual or sound cues for everything really. Also yeah you start slow, and find faster boots n stuff. Thanks again. I hope you tried out the other weapons. I like the bombs so far. I am trying to make it have variety. All in do time.

Lastly,I added a back dash. In game you will pick or find a back and forward dash,and eventually have both at the same time( I'm hoping, the code needs trimmed for this to fit)
 

Basty

Active member
Yeah I want visual or sound cues for everything really. Also yeah you start slow, and find faster boots n stuff. Thanks again. I hope you tried out the other weapons. I like the bombs so far. I am trying to make it have variety. All in do time.

Lastly,I added a back dash. In game you will pick or find a back and forward dash,and eventually have both at the same time( I'm hoping, the code needs trimmed for this to fit)

Okay, I just found out there were other weapons now that you mentioned it.
Though triggering mechanism for changing 'em is pretty hazardous for now since I need to press start and then select in order to change weapons and select also dashes.

I didn't get backdash to work though.

As for alt weapons;
Tossing weapon = It's alright I guess. You can nuke enemies on lower platforms with it.
Metroid bombs = In metroid, they work. In this game... Maybe make the timer little longer and probably make them explode on enemy contact as well.

I might have some weapon suggestions if you like.
 

mouse spirit

Well-known member
Okay, I just found out there were other weapons now that you mentioned it.
Though triggering mechanism for changing 'em is pretty hazardous for now since I need to press start and then select in order to change weapons and select also dashes.

I didn't get backdash to work though.

As for alt weapons;
Tossing weapon = It's alright I guess. You can nuke enemies on lower platforms with it.
Metroid bombs = In metroid, they work. In this game... Maybe make the timer little longer and probably make them explode on enemy contact as well.

I might have some weapon suggestions if you like.
Yeah all that's for testing, using the same buttons for different things right now.
As for the weapons, they are just all place holders. But I do like the bomb.its more like a crash bomb in mega man 2.
And yeah the tossy one is useful kinda,not thrilling. And normal shot which will gain distance with upgrades. Lastly,start should be melee.

I'm always down for some weapon ideas.

Edit: Also, I made visual hud cues for phase,dash,and power shot. I will update the Rom when I get to wifi
 
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mouse spirit

Well-known member
Updated the rom. Now you will have cooldown icons.
Placeholders for now.Fix several issues, still more to fix.
Check the original post for any notes and recent things added!
And a link to the updated test ROM.

Im still working on the actual character look.
In the demo your outfit is very basic. During the game
you will add many pieces and gain many abilities.
For testings sake, in the Demo,you already have the abilities.
The weapons are placeholders, the button scheme is for testing.

Almika the star rider 2 armor upgrades.gif
So far this shows 5 upgrades.2 legs,1 shoulder,1 neck,1 head.
I want to add a gun visual upgrade also.The way this is done
and the way you upgrade in general in game ( piece by piece) limits
me a bit. And i dont care much to stretch those limits! persay.
 
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Basty

Active member
I'd suggest back dashing to be activated from when you press down and select while regular works just by pressing select.
Right now the left and right flip flopping works against the player than actually aid him.

Cool down icons was a smart addition though.

If you're able to, you should just make start pause the game and then let player cycle through weapons.
Start and then select aka; dash is just pure suicide during more hectic moments in game.
 

mouse spirit

Well-known member
Right. Like I said, all of those things are like this so I don't have to go through the game,collect them, and THEN test them.
And I can test everything I need to without shutting the game off,setting up the other dash,ECT., and restarting the game.

More of a debug testing demo. Not actual gameplay.

Game testers will do things like this to save time,or even insert "game codes" to quickly arrive at certain locations or to "cheat" as to be able to test alot of stuff in level 1.( Like moves gained,all the weapons, ECT.)

Just makes things alot easier on me.

As for the hud,it's simple so far and not pretty but it's all placeholder for now.

Thanks again for playing.
 
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Basty

Active member
Right. Like I said, all of those things are like this so I don't have to go through the game,collect them, and THEN test them.
And I can test everything I need to without shutting the game off,setting up the other dash,ECT., and restarting the game.
Alright, sorry my bad. I was super tired yesterday so I wasn't paying attention due to short attention span.
 

mouse spirit

Well-known member
Haha. You are correct about it all no doubt. I appreciate you playing alot.
And yes that stuff will be changed I promise!
 
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mouse spirit

Well-known member
almika in space too.gif

Ive been busy on alot of fixes and workarounds.
I also had time to do some graphics.
Just playing with some ideas and colors.
I have a small test rom in the original post.
I'm updating it now so feel free to try it.

It's a debug-demo not-actual-gameplay/levels rom.
So it may not be consistent and some stuff may look
or feel strange. It's for testing.
 

Basty

Active member
Most of it seems to be working fine.
Gotta say, I was quite impressed by the slimes going up and down like that in that one room.

Security door's still not working I presume? Or if it is, I don't know how to open it.
 

mouse spirit

Well-known member
Most of it seems to be working fine.
Gotta say, I was quite impressed by the slimes going up and down like that in that one room.

Security door's still not working I presume? Or if it is, I don't know how to open it.
Awesome, thanks again for playing basty.
Um,there should be a switch that you hit. May look like a glitch on the screen.
It may even be like on the door. You hit it woth a bullet or sword.

So the slimes are an illusion. They may mess up sometimes.
 

mouse spirit

Well-known member
I did add a forground glass graphic. If anyone plays,let me know what you think.

Also to explain the blobs to ya bats and anyone else who drops by.
I made a tall monster.The blob graphic is at the bottom of the monster withlike 3 blank squares for the rest. He Shoots out the hook( its part of the monster,not a seperate thing) then the monster looks like its hooking the ceiling. BUT I make the monster jump at the same time.

(Side note,the collision box is only around the blob graphic,not the 3 blank squares above.)

Now when the blobs base hits the ceiling, i immidiately change states to an upsidedown graphic in the same fashion as the normal one,but now it ignores gravity.

Then i change states back to the begining normal side up graphic with gravity again. It drops to the ground normal side up.
 
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mouse spirit

Well-known member
Added cyber cages to house animals and insects and npcs.
Sound effects(placeholders, but i kinda lik em).
Some other things. Glass panels to walk behind, a ground tile that magnetizes you
so you cant jump high.An enemy that flips certain tiles to death tiles.
Feel free to download the rom in the original post. it's updated.
ghkfhke.png
 

Basty

Active member
Don't worry sausage people! I shall free you from your cages!

I can really see the improvements in there. Though I have to say, there are some sprites you really need to make more recognizable like the switches for the doors.
They have a bad habit of just blending in with the rest of the graphics and I'm afraid many people will get stuck because of 'em by the final product.
 

mouse spirit

Well-known member
Haha. Thanks. So the npcs and switches are place holders.
ALTHOUGH i do like the one eyed sausage women of planet whatever.

I will make the switches blinky for now.
I just added music and updated. Also a placeholder, but so hypnotic-robotic or... hypno-botic.
It also mixes with the basic sound efx. Fun for now.
 
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