Hundreds, maybe thousands, of objects flying on screen in beautiful geometric patterns. All designed to give the player a sense of danger and anxiety! I’ve been playing around with bullet hell shmups for a while now, so here are some pieces in development.
Help guide the little green man across the ocean to find his friends! Jump and double-jump your way across this endless-precision-platforming game. Avoid the spikes, avoid the cannons, and see how far you can make it!
My cat likes to find socks around the house, and put them in his water bowl. I don’t know why, he’s a stupid cat. Look at his stupid face. This game is about my cat. He is a jerk. You play as my cat. You are a jerk. Collect all the treats! Break all the… Read More Super Trashmouth Adventures
Classic beat’em up games like Final Fight or Streets of Rage are 2D scrolling games on a faux-3D playing field. This means that though the characters are flat against the background, they need to interact with and block other characters/objects based on their perceived depth of the play field. Let’s breakdown some of these challenges… Read More Collisions and Depth in Classic Beat em Ups
During the course of creating your game, you will inevitably run into situations where you would like to know the status of some objects or variables while the game is running. Is your frog jumping but behaving like it’s crouching? Or maybe you need to fine-tune your controls, watching your variables containing speed/velocity in action.… Read More How To: Debug Info Overlay in GMS
There are so many blogs and forums I’ve relied on over the years, why not create some of my own content to help someone else out. I hope to update this site with regular updates on my game projects, new music, and some guides/tips with the development tools I’m familiar with. GameMaker Studio GIMP Aseprite… Read More Welcome