Understanding comics / HENI ABID

Mccloud here trying to explain that comics’s creators all over the world, every creator has his own taste, images, and ideas, and also has a rule, they have to send a clear message to the audience or the messenger.

Mccloud receives a question from a Bunny guy who was asking what’s the difference between Cartoons and Comics. If I were Mccloud, I can say that a cartoon is a single panel image used to convey an idea, however, a comic is a story told using sequential panel images.

Most people love cartoons more than comics. Cartoons can tell you how exactly the characters are feeling and its facial expressions help revealing it, and some people prefers cartoons more than comics because they don’t want to read to have fun and lugh, they just want to watch the visuals , it is more easy for them.

Rewards

I decided for the reward to be a purple vial of chemicals that when collected is splashed on the floor, and with the life up I used as reference the character’s hunt mark from the original source and turned it into a recognizable 1up icon. Below is a video showing it work in Godot

Published
Categorized as Rewards

Tilesets and Platforms

The Idea I’m going for my tilesets is having a cobblestone road that has stains of green corrosive chemicals staining the sides and top of it of an unruly undercity known as zaun.

Projectiles Physics- James

Finally added the projectiles to the game, I did run to a few errors when adding the projectiles to the player. The player can now jump or shot ki blast from the palm of his hand to kill enemies.

My game rewards

MY game rewards are a heart that gives the player back a life and an apple they can collect

My sprite sheets

Published
Categorized as Rewards

UI Layout/Collecting Items/Checkpoints and Portals/Level Design – Rose

Another mega post! I’ve spent the last few weeks making all this work, because what I wanted to do for my game required a little bit of a lot of labs.

I’ve implemented most of my UI from the last time, and it’s all functional now. I’ve also implemented a checkpoint system which keeps track of the player’s spawnpoint and restores their HP to max.

Upon collecting the egg at the end of the level, the next level UI pops up and acts as a portal to take the player into the 2nd level.

For the design of the first level, the player starts in the woods. They get introduced to the stage hazard of the game, being water. The player can jump to avoid the water, except for the last puddle, which is impossible to not get hit on. This is to introduce the player to the boroughs, which have checkpoints that both save your spawnpoint and restore you to max hp. Upon trying to exit the borough, the player will be prompted on wall jumping, which for this game is to just spam the jump button as fast as possible for velocity. The player then has to use this to get up a mountain, and if they have enough velocity they can go down the secret path. Afterwards, they come to a clearing where the level’s egg is.

Here’s all of that together, in one video:

Scene Manager

I encountered some bugs in the process, but they were resolved in the end