Coneguy 64 devlog & stuff

PFFT! That’s awesome XD

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Did someone call for an immediate matpat briefing?

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most people:
wait so is it gonna look like mario 64? like the rendering
what’s the lore of cone guy 64?
Why are the Blast box enemys in the game evil?
@jackal:
hey coneguy! have you stepped on a goomba b4?

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:speech_balloon:
Cone guy what’s hiding under that cone ? Is it another cone. Maybe a cone in a cone in a cone

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:speech_balloon: hey coneguy, I’ve been looking for a friend of mine named Ryan. Floating hands, green shirt, I’m sure you know what he looks like. Have you seen him around here?

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Devlog 0.1:

Another modified build by @TheJaky. Very basic gameplay. Basically nothing is here.

To do:

  • Add dashing, drifting, wallclimbing, long jumping (activated by grabbing and then jumping,) triple jumping (activated by jumping three consecutive times when touching the ground), rolling/diving, uppercutting (activated by pressing up before pressing the grab button,) taunting (activated by crouching and pressing down,) breakdancing (activated by holding down after taunting), and parrying.

  • Add sprites and polish, like a hitbox for the player.

  • Add actual functioning enemies that act like the Cheeseslime from Pizza Tower.

If anyone has ideas to implement these, please let me know!

my tiny brain has no idea how to implement this stuff lol

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Awesome!!

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Look, I may have told the police your address because they arrested me for pirating around 60 Nintendo games, I then proceeded to frame you to save my butt

Sorry :wink:

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That’s 2 people on my list.
(EXEGUY ARG LORE)

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Devlog 0.2

Still working on the moveset, and now the sprites.

Making sprites is hard ngl

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@TheConeGuy I just want to throw this out here real quick but did you know that you can make power ups and collectables without using sprites? it’s real easy like make a tile then place the code of what that collectable does when you overlap with a tile. it reduces a lot of lag!

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You’re right, but then small details like animation are sacrificed, and it significantly decreases the presentation quality of the game itself. That’s why I use sprites for collectibles and save the tile functionality for stuff that is interactive but not exactly animated, like pulse orbs and impact blocks, with some rare exceptions like springs.

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Hey goldtopaz did you know that you can make a powerups without any sprites or tiles. It’s pretty easy all you have to do is set a loop that detects when a sprite is in a tile and give it a powerup. And for the power up to show up on your screen before then use the block the in sprite util extension that lets you draw on the screen and and draw your powerup onto the screen and have it disappear when collected. This is without a sprite or tile which saves a tile slot. This all leads to show that there are many different ways of doing something as simple as powerups

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Does he skateboard? : D

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:speech_balloon: Hey Coneguy, Whiskers wants to know if you could beat his kind up. This is him asking, not me!!

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:speech_balloon: hey Coneguy, you said you ate a goomba, have you eaten a toad? do they taste good?

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hey did you’re computer disappear by any chance?
:eyes: :eyes: :eyes:

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:speech_balloon:

“Isn’t a Toad…uh…conscious?”

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Yes, he skateboards. At mach speeds.

ezgif-7-3c8019b529

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trick of animation:
the animation played is actually running at about 5 frames only which is cool

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