Part 2: Beams and Enemies
Part 2 is here!
Today I have enemy spawns, beam spawns, and things vanishing outside their intended room implemented... as is taking damage... at least partially.
I'd like to say special thanks to the creator of Metroidvania System for Godot, if that didn't exist this project would have never been started.
You may notice that these enemies are different from the usual Metroid fare? Reason? Importing sprites is a pain... lol, in universe reason is that this is a pocket dimension like Magicant from earthbound, where two realities overlap.
Speaking of overlap, Enemies and beams can persist from room to room if I so choose, here's an example of the crawler enemy on player 2's screen. Crawling all over Samus,
this ability to crawl on samus won't be in the final game as it is too buggy. However like in super mario bros, you'll be able to stand on eachother's shoulders, which should make for a fun shine spark puzzle.
That's all for today, please look forward to the next devlog.
A tale of two Samuses
Metroid and Prime meet
Status | In development |
Author | Teltt |
Genre | Adventure |
Tags | Fangame, gift, Metroidvania, Pixel Art |
More posts
- MorphBall and HomerApr 18, 2024
- Part 3: UI, Health, and DeathApr 15, 2024
- Part 1: A late startApr 14, 2024
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