Miguel 🦑 Sternberg

@spookysquid
484 Followers
95 Following
708 Posts
Designer at Spooky Squid Games
Making pixel art and games.
They Bleed Pixels: Steam and Switch!
Russian Subway Dogs: Steam, Xbox, Playstation, PS Vita!
(He/Him)
Spooky Squid Gameshttps://spookysquid.com/
Twitterhttps://twitter.com/spookysquid
Steamhttps://store.steampowered.com/developer/spookysquid
Itch.iohttps://spookysquid.itch.io/

Bonus version with some debug visualization turned on. I like that each monster type already feels pretty distinct just from how they move around the map.

#goblingirlgame #gamedev #indiedev

I don't want most monsters to block each other's movement, but I also really want to avoid long periods where they occupy the same tile. So I came up with a few tricks to avoid that!

Made a little zoo to test out enemy pathing for my #GoblinGirlGame!

#screenshotsaturday #indiedev #gamemaker #indiegame

That'll be a big head start on some much more complex enemies I have planned for the future, plus allows for a bunch of simpler enemies and traps I hadn't even planned for.

It's funny the contrast between how low-key a screenshot Saturday video can be vs how productive the work behind it was.

Eg. This week's simple spiked barrier represented:

The feeling when you wake up and completely destroy that pesky collision bug.

#screenshotsaturday #GoblinGirlGame #gamedev #indiedev #gamemaker

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Hitting the spikes is technically considered combat since every bump is a round of combat regardless of whether the player or enemy/hazard is visibly attacking. The goblin is just bump attacking with a 0 damage attack and the spikes with a 1 damage attack.
A small part of that is that every attack has it's own separate I-frame counter. That's why in the video above you see her flinch twice, then a pause while the I-frames run down for each of the spike walls, then two flinches again as she becomes vulnerable to each again.
At some point I need to do a detailed breakdown of how I'm handling #GoblinGirlGame 's bump combat. The unique needs of Druaga style maze gameplay combined with the fact that in bump combat, attack hit-boxes and character hurt-boxes are a single shared box has been an interesting design challenge.