Flea 2 Dev log and tests

wallmasterr

Active member
Update--
Demo available

Kickstarter live 29th Feb

Iv added a speedrun pag for the demo

Hi everyone.
Iv been taking flea to expos and stuff for the last couple years and people really seem to like it so much so that I'm gonna try and make a flea 2. :)
Not reinventing anything here, just more levels, harder levels and a few new features and bug fixes.
Still using NESmaker 4.1.5 because I don't wanna remake everything and learn the quirks of 4.5x though I am loving the look of some of those features. Id rather makes something than wait around for perfection and there's been so many good games made in 4.1.

I plan on picking up where Flea left off with dash ability unlocked from the beginning. will make for a few different design constraints when making levels.

Flea2 title scren.PNG

Things I wanna add: il score them off when I add them
Animated tiles for blood viles etc
new hud with level numbers
Worm holes?
Switches?

Bugs and updates:
fix breakable blocks to only destroy when hit form top
fix water physics to be slower falling.
dash not resetting between deaths and levels
random big dash sometimes
make boost pads more consistent
Fix dash on boss screens



Anyway just thought id post something to make me more accountable to do stuff and to get the hype train started :)
Heres a test gif of one of the levels and iv been posting some more on twitter too.
Flea2_03.gif

This one explores some drop dases
Flea2_04.gif
 
Last edited:

9Panzer

Well-known member
Glad to see you are diving back in! I use my little posting journal for the same reason - makes me accountable to myself lol
 

wallmasterr

Active member
made 16 levels so far and tidied up the flea project layout.
Stripped all the levels but keped the conections. it was much messyer before.
Got space for cutscenes under main levels and
1701124371172.png

Also moved all the boss levles to the underworld map, still leaving loads of space for ether more levels or secrets
1701124502955.png

Accidently broke my game over screen... but will fix that soon .
 

wallmasterr

Active member
Making loads of progress and little bug fixes everywhere
Dale added a fall speed limit so u don't get really fast . makes it easier to time fall dashes
He also fixed dash in boss levels so now we can do that. it was turned off in flea 1 and I put the unlock neer the end of the game. only 1 scrolling boss had it enabled.
I also just fixed the random enemy directions bug which led to sometimes inconsistent runs where enemys my go left before right etc, made it a nightmare for speedruns and timings messing up.gif from before boss dash glitch was fixedglitch.gif
 
Last edited:

wallmasterr

Active member
In this level iv tried to use the sprite warp round screen nes quirk as a feature to make a seemingly endless supply of maggots.
Defo feels like a designers solution :)

Flea2_magotforever.gif
 

wallmasterr

Active member
added some new stuff again
First animation to the underwater tiles and changed the magot sprites to leaches. may still change pallets/ art on them. and added vertical versions of them so I can do tunnel levels like this.

Flea2_underwater1.gif

And secondly dale got this awesome tapeworm style level working in game where the worm moves automatically and the player can jump on it.
Plan is to have this as one of the boss sections but will be a bit more frantic than this example
Flea2_Tapeworm2.gif
 

wallmasterr

Active member
We added a cool new charged jump feature. ads a lot of new skill and challenge. probably unlick this half way through the game as most levels can be played with or without it. will move the ones u can cheese earlier before the unlock.

It works by holding the a button for 20 frames, then the bubble charges up.
once u let go of the a button the next jump will be a big jump just over 2 times higher than normal and a cool spin animation plays.
 

Attachments

  • Flea2 moonjumplvl6.gif
    Flea2 moonjumplvl6.gif
    348.9 KB · Views: 3

wallmasterr

Active member
we just fixed a bug and thought it was worth sharing.
We reduced the size of the hitbox on the spikes but that ment u could jump on the edge of the square and not die.
image.png
I had the idea to check if the tile below when in a death box is solid and then kill you.
this worked great.

Flea death spike bug.gif
But as seen in this gif there was a new bug that ment if u hit that corner on the way up u also died.
Dale then fixed it by only checking if it was on the way down and was the top 2 px of the tile.

Now it works great :)
 
Top Bottom