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Project: Blob III (Blob's Adventure 3)
Project Started: 7th August, 2009 Last Update: 7th December, 2009
Project Owner: Solgryn Project Members:
Project Type: Adventure Game Project Progress:
More Info: www.solgryn.org Faves: 11

Long time no see
Posted 19th Oct 09, by Solgryn  
Yea, been a long time since I've updated.

But I haven't forgot about this project; I've been working on it on/off for quite some time now, and I think it's time for an update don't you think ?

So here's a few new additions (correct me if I already said some in previous updates, can't remember really):

New enemy! RondaRiley
- RondaRiley walks around like a normal Riley but when it comes close to you, it rolls up in it's shell and torpedoes towards you.

It can only be hurt from boxes/switches/bombs/trampolines (anything you can throw with) as it's covered in spikes all over.

New enemy (sorta) Weak Riley
- works like a normal Purpo but is a little bit faster, will be explaining about this in the VolaRiley section.

New enemy! VolaRiley
- VolaRiley works like a parakoopa in mario, it flies up and down. You can jump on it to get an extra jump but this does not replenish your double jump.

You do get combos from hitting a VolaRiley though.

When you jump on it, it looses it's wings and shell and becomes a Weak Riley! The weak Riley will be killed if you jump on it; hence the name.

That's the new enemies, now for the objects/items:

Switches has become portable!!!
- You can now carry switches around and activate them at any time you want. If you throw it at an enemy it does damage, but will not be destroyed. So you can also think of it as some kind of weapon.
Switch blocks got a new sprite, they are now animated and it red and flashy instead of the normal stone blocks as before.
All blocks now float in water, instead of just sinking to the ground.

That's the objects, now for fixes =D :

Fixed the lag regarding taking the cape powerup. (If you took the cape powerup, your frame rate dropped. This was because I used the replace color function and that takes up a lot of RAM apparently)
Fixed cape when you died (Cape wouldnt despawn when you died)
Interaction with objects fixed (Some objects couldnt interact with each other, for example the switch with a RondaRiley)
Improved the platforms, the ones you can jump through and then land on. (When you jumped on a platform and you was at the peak of your jump, you would stop inside the platform; you wouldnt be stuck inside it, but it was kinda wierd. Now you can only land if you are at the top of the platform)

I know, I'm still working on the engine and OMG I'm getting tired of that but I just want to make sure that I get all the stuff in, that I wanted. And fix all the bugs before I start making 100 levels and see one little bug and have to fix it in all the levels.
Preview

Preview


Posted by UrbanMonk 19th October, 2009

So pretty much all the enemies from smb but with different graphics. right?
 
Posted by Solgryn 20th October, 2009

Not really, well I guess VolaRiley is but not the other enemies.

RondaRiley is nothing like anything from SMB and the same goes from buttom, the normal Riley doesnt work like a normal koopa.

Some of the enemies are inspired from mario I guess but how many different enemy patterns can there be made?
 


 



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