Kasimirs Kebab
- 21 Devlogs
- 72 Total hours
a cool Game with cool things and cool kebab
a cool Game with cool things and cool kebab
This time I drew more. Here’s everything I did:
When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back.
If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay).
Ok that was everything.
I must learn to make decisions because now I completely removed the fight system and you just do a puzzle.
It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging.
Now after you solved the puzzle Hans comes to you and shows you his cool new gadget.
Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea
Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI
And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes.
Yo Twin!
Finally I have a fight system I like.
Actually it is just a redesign but it looks way better I think.
This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it.
I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too.
And I made something like paths I think that looks cool.
I also added the Spooky man If I haven’t said this already
And I made a sick new Animation that looks hacky (cool word)
Ok bye Twin!
I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did
TWO BIG THINGS:
because some people didn’t understand it and
I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right.
(Here try it: https://laupi-oida.itch.io/kasimirs-kebab)
Yeah pretty cool (like the image) , I know and now comes the fight system.
Bye Twin!
Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it.
I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again.
I think it isn’t a secret that the old fight system was just bad.
I brain stormed a bit and have some thoughts in mind that I must combined.
But that’s harder then I thought
But I will brainstorm a bit.
I think switching to Godot was a great decision.
Bye Twin!
First of all: Thanks for all the reviews on my project!
Many people reported issues and I want to fix them.
But first:
Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source
I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE.
I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future.
Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone
Yeah I didn’t place the collision boxes well but I will fix this.
I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu.
I will try to remake the game as fast as possible.
Thanks for everything and bye Twin!
I wanted to finish the prototype
It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb.
There was much I wanted to add but I think love was a great experience
but I must search new Horizons until I find an engine made for me.
Bye Twin!
Yo Twin!
First of all i figured out how to make a web version and now you can
test the game
I give up with my plans to make a game with love2d.
I had a great time and love2d but now the it feels like I must reinvent
the wheel (like we in germany say), because I must code everything
myself and it takes so long.
That doesn’t mean I won’t finish Kasimirs Kebab
This is now just a prototype or a beta.
I will just switch my game engine!
I first thought of Godot but I had bad experience and I think I will go
to the game engine I started with:
I like it and some great games were made with it that are similar to the
game I want to make like undertale, deltarune or forager.
The only thing I don’t like about it is that it isn’t open source but it
only cost 100$ one time for a professional license and I mean that’s
WAY better than Unity or Unreal and you support the developers, but I
won’t sell this game so that doesn’t matter.
You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/
What did we learn? - All roads lead to rome.
And bye Twin!
After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements.
First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading.
It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it
He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool
AND NOW
It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions.
And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62)
I also added my first sound effect for switching the action.
That were some big changes!
Sorry for bad english and
Did’nt code that much but I made a plan:
The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items.
Pretty basic, right?
Now you think how?
Idk either but there will be more because this is just the “basic combat”
Note: I also tryed to make music loops and it worked well but I have no music right now.
Bye Twin!
First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work.
So you cannot fight yet but our first boss Ms. Mauer exists.
I made a cool feature that if you make her mad she drops a stone on you.
I already have a plan for the the fight. It should be similar to cuphead but rythm based.
Think I might add sound
Bye Twin!
Now I have your attention Twin and can tell you about my GREAT changes on the main menu.
There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu.
You now start with the arrow keys and z and x as the default layout and in the settings you can change it!
I tryed to record it but it is a bit async( I think that’s what it’s called).
Bye Twin!
I made a sign.
But that is not crazy and because of that I made a
You can already start the game and exit the game.
For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export.
For the settings file there will be some audio settings and key bindings.
And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this.
Bye Twin!
During the past few days I hadn’t much time but I made some bug fixes and:
This is important later for savestates and for easier debugging and it saves RAM usage (I hope).
or whatever this thing from zelda where you can choose an option is
very important.
you can either play with wasd and k and l or with the arrow key and z/y and x
Bye Twin!
This is the biggest update in a game about kebab in the entire human history!
Here’s what I added:
Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later.
Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update).
You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk
very Cool
also very Cool.
I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video.
Hope you liked it.
Bye Twin!
I made some changes.
The old textures looked pretty boring so I redesigned them and made flowers and grass
For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video.
Now you can give Hans a handshake
How cool is that?
That was everything for this devlog.
Bye Twin!
I made BIG changes.
Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window.
Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end
Yeah very BIG change but that’s important
but here comes the biggest addon:
I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line.
Simple but extremly efficent.
I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring.
That was everything for this BIG update.
Bye Twin!
I made Collisionboxes and I made it
It was very crazy and if I have more than 50 collision boxes it begins to lag but
IT WORKS!
I made 3 types of the collision boxes:
1.Player (It walks),
2.Areas (You can walk through ) and
3.Wall (You can’t walk through it).
The video shows it more or less.
The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping.
The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining)
Bye Twin!
My game has now a map (wow)
It’s pretty ugly but it’s just a prototype so that’s ok.
For the map I used the tiled app (https://thorbjorn.itch.io/tiled)
and Simple-Tiled-Implementation (https://github.com/karai17/Simple-Tiled-Implementation/) to implement it in love.
And then I needed to move the camera and I use the camera script from hump (https://github.com/vrld/hump) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script.
But that’s a project for the future.
Bye twin!