Coneguy 64 devlog & stuff

Oh yeah, I forgot that.

‎

Z on the keyboard = jump (if you hold it while dashing it lets you do a Super Jump)

X on the keyboard = grab (it floats in midair now, but only sometimes)

Shift = dash (left and right while dashing to drift, it mostly works)

Down arrow = crouch (ground pound if you’re in midair)

C = taunt (this has no other purpose other than to be funny)

Menu = pulls up the menu (you can find other cool stuff in there)
‎

And then for the Coneguy stuff…
‎

Down + Z = Backflip/Hammer Jump (idk what the sprite will be once I make sprites)

Shift + touch a wall = wallbounce (you have to be jumping, not falling or on the ground when you use it)

‎
That’s basically it for now, I believe.

6 Likes

Ahh awesome!! I love the backflip hammer jump its very useful and fun!

4 Likes

That has been the plan for a very long time now lol. 3D is not very easy at all, so It will probably be a while before I can code a somewhat playable game in 3D

3 Likes


lol :sob:

5 Likes

solution:

2 words

paper mario

2 Likes

Devlog 0.4:

So you may notice that this build is drastically different from the last? AND it skipped a number?

Well, you see, almost everything, and I mean everything in this build was made by @babol. PLEASE go check out their projects now or YOU’RE GONNA TURN INTO A GOOMBA-

I added a functioning Pizza Time and Pizzaface in this build, coins (which are not functional,) and some sprite changes for The Noise, who will temporarily be replacing Coneguy until I can make sprites for him. The level layout is also temporary until I can actually make the first level.

Enjoy! And special thanks to Bablix again! I cannot thank him enough.

Press Q to switch between Peppino and The Noise. I also added a new “Dive” ability activated by pressing A while normally falling. It doesn’t do much right now, but it’s meant to make the game more like Mario 64 and to cross large gaps.

To-do:

  • Fix some more miscellaneous bugs.

  • Actually have the coins spawn on all locations.

  • Other stuff I forgot, because I’m in a hurry at the time of posting this.

3 Likes

Looks great! (Although it might need optimization, My computer struggles to run it) Thanks @babol !!

4 Likes

Oh, right-

I recently got a new gaming PC from my dad and was under the impression that the game loaded fine. I think it’s because of the sheer amount of “forever” blocks in the code, but I could definitely be wrong.

3 Likes

You don’t really want to bog down the processor for the amount of math needed, and if you pick apart @Brohann’s submission, it’s generally math.

3 Likes

its not just my prehistoric GJ submission, i have a whole topic for 3D
Brohann’s 3D devlog

3 Likes

the entire lag is coming from the collision setting stuff.
(the platforms, collectables etc.)
anyway im really happy that you used my project of all things as a base for your game.
anyway its babilx, not bablix

3 Likes

Fixed some issues and now the game runs really smoothly! I just had to put some of the code from the platforms into an “on game update every 500 ms” block. I also added some new taunts for Noise, although they only trigger when the player is facing right for some reason.

2 Likes

wait you’re gonna use the noise sprites for the game?
well, in that case remember to credit SEGO, he made the noise’s uppercut, mach 3, HUD sprites, peppino’s uppercut, and a bit more that i forgot

2 Likes

THIS IS GREAT! No offence tho but wasn’t this a mario 64 type game? This is pizza tower. BUT nonetheless this is still great.

2 Likes

Yeah, you’re right. I’m still working on the Mario 64 aspects of the game; that’s the entire point of the Dive move’s existence. I also finished a ground-pound-jump kinda thing, but it’s not in the demo yet.

1 Like

Promotional art jumpscare.

Fun facts about Coneguy over here...
  • He is 15 years old.

  • He is of Mexican descent, but was born in the US and never learned full Spanish.

  • He is awesome.

nothing else i can really say without spoiling the lore-

12 Likes

Hehehe coneguy is so silly! Look at those faces! :sparkles:

2 Likes

Wow. I’m (almost) 15 years old.
I am of Hispanic descent too, and haven’t learned full Spanish!!
I AM AWESOMEEEEE!!

7 Likes

Hi, everyone!

I’m currently attempting to make a first level in the game, and am working on destroyable/deleteable tiles (such as collecting a coin or destroying a block). Each level is split into several rooms where new tiles are loaded, but every time I destroy a coin or a block, for example, once I leave the room and come back, the tile returns.

How can I make it so that the game remembers that those tiles are destroyed or deleted? I wanted to put a sprite on each location of the tiles to handle it that way, but I feel as if that will make the game lag too much.

Thanks in advance!

6 Likes

That’s what I tried to do too. Maybe use a variable? Or settings blocks? Or maybe make it so that the other room is on the same tile map as the main just put it far away and when the player hits the door he gets placed on that rooom. Then you won’t have to destroy or modify the tile map.

2 Likes