Monday, December 7, 2009

Misc update

Well, I found a very old game. This game is far from my first, but I made it over two years ago, so I present: RETROWARS

Download it here, but don't bring your expectations up!

I also have a game made possibly five years ago, but it is bad enough that I won't upload it.

In other news, Future Ninja is canceled. I'm now putting all my time into Ogbo's Castle, and I really want to finish this one.

And, looking back, it seems I've failed to upload An Untitled Story Save Editor here, so here it is.

I'll post more Ogbo's Castle updates soon.

Thursday, December 3, 2009

Ogbo's Castle: New Object

Balloon


These babies act quite like arrows (besides the fact that you use your jump immediately), but they can only be used once as they don't regenerate (that is, until you leave the room and return). You can only bounce on top of them from the very top, not the sides, which I can assure you was a big pain since you need to check whether a balloon was underneath him several times per frame as Ogbo moves more than one pixel every frame (of course).

I was busy today so this is all I've done on Ogbo's Castle today.

Wednesday, December 2, 2009

More Ogbo's Castle Info

Hosted by imgur.com

Dump from HC:

Soon after starting this it became clear that since I was following the Game Boy screen resolution and color limits, this game would be pretty much different from every other jumper fangame. For example, since the screen size is so small, running around as fast as Ogmo does in J1 would be difficult. As a result Ogmo is now slower, and as a result of that the levels are quite similar to Super Mario World levels.

The game is semi-linear. You can access the stages through a central hub in pretty much any order (as long as you have enough points to enter the door), but once you enter a level it is pretty linear, with the exception of a few branches to get Ogmo Tokens (more on those later). To keep an open-world spirit, you can always exit the level and go back to the hub at the door at the beginning at the level, but you loose all of the Tokens and the switches that you changed get reverted back to what they were before.

The game has twelve main levels, which may seem like very little, but the levels are fairly long, and some of the later levels can be quite challenging. To reduce frustration, there are save points in the middle of the levels, but the journey is long enough for it to be challenging still.

Now, the game isn't straight forward if you are going for 100% completion. If you just want to beat the final boss (tentatively called Obgo), you can just go straight through in whatever order you deem necessary and you may even skip a few levels if you have enough points as each stage requires only a certain amount of points, they do not require that you beat the previous level. But you gain from trying levels more than once. You can raise the score for that level, thus raising your total score. You can collect any Ogmo Tokens you have missed on your first try. If you aim for 100%, you must try levels over again as some of the tokens only become available after hitting certain switches hidden at points throughout the game.

And that is pretty much it, or at least what I am willing to tell you now.


More notes:
I hope that this game will be longer than Jumper Plus. Also, enemies will be in this game. This will be a lot different than any other Jumper fangame. There will be NO double jumping in this game. I could change the sprite and it would not seem to be based on Jumper. But from the beginning this was to be another Jumper fangame, and no matter how this project evolves it always will be.

Tuesday, December 1, 2009

What is this?

Sunday, November 8, 2009

Friday, November 6, 2009

Future Ninja Update

I've added parallax backgrounds to spruce things up.

Now with parallax backgrounds!

I am now working on adding some more alternate weapons. Like fireworks.

Wednesday, November 4, 2009

New Look!

Moon Badger 2.0 beta is here!