egg boy color

@eggboycolor
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Hi, I'm Andy! I make pixels, cute games, and NES/GBC homebrew. Let's be friends!
Pronounsthey/them
I'm in no place to discuss the efficacy of amber alerts, the fact that amber alerts work province-wide is understandable. But in Quebec all alerts use the same priority as emergency alerts for natural disasters. On my phone, this is an unsilencable full-volume alarm,
zero control over the sound and volume of an emergency alert or ability to totally suppress emergency alerts. Hope people are safe, but no signal category and no control how alerts are raised on phones @ 4am is a mistake

I implemented an alternate shot for each weapon type that occurs if you hold up + shoot. It changes the shot properties but not its damage:
- Fireball up-shot does a 45-degree shot, moves slower, reduced fire rate, shorter range.
- Orb up-shot does a slow circular sweep in front of the player, no seeking.
- Magic staff up-shot attacks up, spawns a block above you.

Added drops, fully random for now. Going to remove weapon-cycling (except as debug) so main gameplay controls are dpad + 2-button.

- Added short-range forward dash. No iframes, cancels vertical speed and locks into forward movement. It can be used in-air, and has a very slight upward arc. It is mapped to Down + Jump without conflicting with ability to drop through passthrough floors with Down.
- added a high jump with more vertical reach but reduced horizontal speed, by pressing up + jump
- slowed far bg, added camera-relative parallax
- moved level down, HUD overlap is reduced at expense of more vertical scroll

@lilyyllyyllyly Thanks!! it's fun trying things out and implementing new items.

not totally sure about the orb seeking yet ^^ the idea was sorta like the hunter from Thunder Force IV but wall collisions. I think it can be balanced outside a shmup, but in a more persistent arena it requires enemies to pose an active hazard and some restrictions on how well it handles around obstacles.

The staff is bit situational and I thought it would be a fun for mobility, passthrough keeps physics easier.

More progress, new weapon types added:
- The seeking orb shot is low-damage, moves fast, tracks enemies, and bounces off walls.
- The magical staff spawns passthrough magical blocks that you can stand on and also functions as a close-range high-damage attack.

I also tweaked the foreground clouds to have less contrast and adjusted the far bg and close fg to scroll slower.

the self-loathing to self-hosting ratio
@0xabad1dea Thanks, this is useful feedback! one of those "I prototyped something then I looked at it too much" things where I need more viewers/stop viewing a while to see better. The fx is supposed to be semi-transparent (dither/cut out patterns) fog+clouds in front. I agree it needs to tone down for sustained viewing. When you mention perceiving fg is it mostly its parallax? do you have any colorblindness? (tried to value+hue separate, picotron palette's tricky)
I started a run-n-gun in Picotron. So far, basic platforming and shooting is there. Started an electric slime enemy that chases you and fires electric projectiles. It can hop off walls and drops through floors to pursue you. Spawning is currently RNG-based until better enemy waves and rank are implemented.
a new project means another chance to draw grass, bricks and clouds behind slimes, orbs and fireballs
here was a picture of the "squeak squeak mac n cheese" I had before I wrote that