Update 6
Added Level 3, which showcases more of the things I added from last time! Also adjusted transparency of the pirahanas bubbles to make them sneakier!
Optimisations have been made, though the new update to the enginge I'm using has happened, allowing me to store sprites/objects etc in whatever section instead of all sprites needing to be in the sprite section, so I'm going to reorganise all the sprites/objects etc, into groups of per object for instance, group AI, will have grp_slime/grp_Enemy2, etc, and instead of grp_slime, there will be (spr_slime,obj_slime,snd_slime, etc). This will take a long time to do, as I need to plan for all 166 objects, 15 scripts, 4 shaders, 15 rooms, and over 160 sprites. Another few facts for the game:
7288 lines of code, 200 assets, 129938 characters(not in game ones, letters etc) and 10886 spaces!
Thanks for reading! See you in a few days-week, as I'm also planning to go to LAN with my CS:GO team + I'm working on my music, as well as that, University starts in september again. Next updates will include, more levels, more polished cutscenes, better camera code, Bee boss, new parasite sprite(way more refined), growing mushrooms, instance deactivate optimisations, delta time calculations for consistency and hopefully a dash/attack system.
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Phur's Quest
pixel art, top down, adventure, exploration, 3/4, indie, cute,
Status | In development |
Author | Lugubris |
Genre | Adventure |
Tags | Arcade, Exploration, gamemaker-studio, Pixel Art, Retro, Singleplayer, Top-Down, Traps |
More posts
- Update 7: YouTube Link in descAug 31, 2020
- Update 5Aug 17, 2020
- Update 4Jun 27, 2020
- Update 3May 03, 2020
- Update 2Apr 30, 2020
- Next UpdateApr 05, 2020
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