Hello! @CopySprite Here.
@Cursedeclipse It’s fine that my music got deleted in your code I didn’t know that I forgot to name it. Also would you like me to create different music for the different areas?
I would recommend small sprites as it makes platforming easier as levels don’t need to be massive and off screen (if you want 1/2 tiles you can use 8x8 tiles)
Hello! @CopySprite Still Here.
You said you couldn’t make the attack because it kills you when you try? I would easily by able to make it work I did in a game I made.
@Not-a-creepy-doll, you’re right on target. once we have more game in place, we can get this going full rougelite with some starting item selections.
@CopySprite, yes please. start from area 1 and go down because the bottom level isn’t hammered in yet (although it looks like it’s gonna be a shadow area)
and as for your other post you made while i was typing this, i was going to do a ranged attack first. you can build the weapons-switching system if you want.
@Luke, fair point. 32x32 does give more room for details though, and some things would be hard to scale down, namely @JtSpeedRun’s shop guy.
So you want to just go down for the different areas?
Also. Weapon progress
Bow done
Hammer done
Sword Almost.
If you would like another weopon tell me.
Hey. @CopySprite Again.
What do the enemy’s do?
What will the area’s be?
Can someone make a title screen?
sure I can make the title screen
I can definitely change some things! I’ll update yall once i have more! @Cursedeclipse , I could also start on the tile maps.
#1: enemies will do various things! working on a reference sheet for what they all do now.
#2: see the post with all the polls on it. they’re a desaturated grassy area, a deeper cave, and a shadowy bottom level.
#3: i’m too late to stop you here. go for it @HaruhitoGames.
Thank’s @HaruhitoGames and @JtSpeedRun.
@Cursedeclipse I saw the post and although this is different I would like to tell you I can’t go on the google doc. The reason for this is because I don’t want to reveal my real name. (I don’t have another account.)
New Weapons!
- Spear
- Shield
- Magic Wand
- I don’t care
The one with the most votes by friday will be added first. Unlike Minecraft’s never to be seen again ideas.
A LOT OF INFORMATION THAT I NEED IS BELOW, FORMATTED IN A WALL OF TEXT. READ AT YOUR OWN RISK!
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Ok, I hate to be that one guy, but could I just be the one doing all of the coding? I feel like it gets kind of confusing when there’s multiple people doing coding and GitHub isn’t involved. If people want to do some of the coding could we at least use GitHub?
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I also agree with @Luke saying we should make the sprites and tile maps smaller. It would make everything easier with the idea of moving platforms and, correct me if I’m wrong, but I feel like Luke is better with smaller sprites, and @JtSpeedRun is better with larger sprites? I know that I’m better making physics with smaller sprites and tile maps, as well as 32x32 tiles being kind of hard to implement
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Also, what genre are we going for? I don’t know what I’m programing if I don’t have the genre or a basic premise of the game.
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Oh and before I forget, could you close the entry poll’s? I don’t think very more people should join, otherwise it could get harder to make progress shown in the Ringelmann effect (shown below)
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One last thing, will there be any dialogue? cause I’m working on a dialogue extension (it’s mostly just giving the story extension’s text box some image’s above them). I’ve kind of been wanting to use it in a game, but I haven’t had:
A. the idea’s. B. the motivation. and C. the excuse to actually do/finish it.
ok, that’s mostly it for the wall of text. Thanks for reading.
details for the dialogue extension
Oh and about the dialogue extension, I basically started making it into an extension today. Just don’t expect too much from it. I do, however have the base code for it, I just need to make it into an extension
(this took me like, Three. WHOLE. hours. to type, so you better have read it all! )
oh yeah, but all that aside, Good work everyone! keep it up!
sorry the title screen will probably be finished like in 1-3 days because of personal problems.
updated @CopySprite’s version so we don’t need a new finish tile for every level.
for every level, the game calls a function, so we can use the same tile for every finish.
also put the code for attacking in a function so we can collapse it and have more room.
Alright @pecan4pi I agree with it being hard for multiple people to code the same project but I can combine them if I have the link so it’s fine I think the game’s genre is Kirby.
I super duper agree with @Luke an having smaller sprites you’d be surprised how much you can do with this
@HaruhitoGames that’s fine it took me a week to make my first title screen.

And @Cursedeclipse Thank you for what you’ve done this will save a lot of tiles but also that’s all you did? I made 3 weapons and 2 enemies in my edit. (don’t take that like i’m insulting you please)
It seems the shield will win the vote!
By he way I named my ghost Farngond. (It’s an reference to a game I made.)
If he should have a different name what will it be.
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I’ve never used github so i don’t know how it works but if you’re willing to set that up go ahead. I’m fine if you take over coding but other people might not be.
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I expected something like this. didn’t even think of moving platforms. We can use smaller sprites.
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I explained the basic premise in the main post. you gotta go to the bottom of hell and fight the lord of death for your soul. a more dimmed, kinda decaying kinda thing, but still a bit cute.
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closed the polls.
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There will be dialouge in the end once we get the core framework in place.
@CopySprite, yes. that is what i did. also, I’m making an enemy reference sheet right now, and i think @Luke’s sprite was for the player. unrelatedly, i don’t think kirby is a genre.
I don’t know if you already have it fully planned but if you don’t, for the depths of HELL
it could have small platforms with little lanterns that turn on when you get near. They could also be on a timer. When on they’ll dissipate all the shadow around so you can see enemies and spikes or to scare off light sensitive enemies.
Foargond not Farngond
And now the story of the name (Foargond)
I came up with the name Foargond because it’s a scrambled version of the name Ganondorf.
Why did I do this you ask it’s because the story of this game not wanting to be dead fit’s perfectly with the part of the story in my zelda game I typed for Ganondorf’s defeat dialogue I’m not dead HP mean’s nothing to me! Then I disovered this collab yay!
Also there’s a new Link
this is far better than the mechanic i had in mind, where you just carried a lantern and had limited visibility. your idea allows for a more spooky vibe down in the depths, plus makes more interesting gameplay. thanks!