First thing's first: I'm sorry that I haven't updated in nearly 2 months. State testing and finals really got the most of me, I didn't have any time to spare. However, in the last few days, I've made some quite significant changes to the game engine, but sadly, not much to the actual level design.
Consistent Tiling
I redid all of the tilesets in the game.
Why is that significant? Because I've always had trouble with the concept of consistent graphics. Everything looked mixed together. So I've put a lot of effort into making sure that everything matches the same basic sprite style.
No more Fusion-looking tiles.
New Sound Engine
This applies to the music. The game now runs on the Caster sound engine. With this, I have more control over the music and sound formats I can use. This way, I can use OGG Vorbis files. With that, I can provide a version of the game with less bulky sound files, making the download and load times shorter. Now this really sacrifices sound quality, so high quality will still be an option.
Redone Enemies
Aside from weak points, enemies now do more themselves! Some breath fire in addition to their climbing, some self destruct to prevent you from reaching certain areas. It's all part of making things more challenging, but in a fair way. Also, most of the reused enemies (Geemers, sidehoppers, desgeegas, gullugs, etc.) are being redesigned or have already been.
What are those things?
Well, that's really all I've been able to get done. I promise more in the coming months. Until then, enjoy the new trailer!
Have You Read This Far?
If you do, I appreciate it. I am not the best pixel artist. I'm looking for someone who would be willing to assist me in spriting enemies and bosses for the game, and making everything look more put together and nicer overall. If you think you can help, please let me know. You can contact me at iamnotalizard(@)aim.com