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OmeletCat

@omeletcat

Hii this is a blog recording and showing of my games and pixel art! I post a lot of chekups and updates on where i am at at the development stage! I show of the art programming and writing process! I love any kind of input, tips and critique!

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BOOOOOOM. NEW PRICES. NEW COMM SHEET. PLEASE I NEED MONEEEEEEEEY!!!!!!!!!!!!!!! I make low res pixel art sprites!! they're perfect for Ocs or D&D sprites!!!! I can do almost anything furries, humans, aliens... trolls. (almost) ANYTHING!!!!!!!!!!!!!!!!!! If you are interested send me a msg!! then i'l give you my discord and we'l chat over there, to debate prices and give out info!!!

OKAY I FINALLY GOT A STEAM DECK Y'ALLL i immediately bought undertale and celeste and have been playing celeste for 3 hours now (with breaks) and now i'm going to dump all the things i already learned on how to build a good game, and how this impacts my skateboarding platformer!!!

NUMBER 1, the stupid fucking tilemap!!

When designing the plans for my game, i thought it would be SOOO cool if it had a cool perspective so you could see the walls!! and then i also made it so you could see the floor just CONSTANTLY making it harder for myself, i did this so area's could feel more interesting and cool!! but instead i just made it harder on myself, It would be WAY better if i just made a flat perspective without any weird shit, this would make drawing it easier and make it look better!!!! And i realized it didn't take away from all the things i wanted to add!!

NUMBER 2!!!!

i played my game side by side with celeste and damn, it sucked so much.. The animations code feel horrible compared to the smooth compactness of celeste, and ESPECIALLY with the slopes, i need to find a way to fix this, or it won't work at all.

AND NUMBERO 3!!!!!!!!!!!!!!!!!

The jumps grabs and speeds!! even tho i haven't rly spend that much time on it, i now know what should be changed!!!! Jumps should feel like they have a lot of control, whats fun about celeste is no matter how hard the game is , its actually rly forgiving, with its coyote time and slight nudges towards the right direction!! compared to the ridged gameplay of my game, its godly. AND the speed, for a time i was convinced my game needed multiple speeds, because according to my gamedev friends, that was the type of game i was making!! butt now i realize that is not what i actually want. I want a smooth combo game? if that makes sense, where you skate and go through tiny levels like celeste and get to the end of the level as fast as you can!! and that type of gameplay wouldn't be complimented with increasing speeds!! more hardcoded jump lengths and things like that would fit way better!!!!!! anddd it would also make it so i wouldn't have to make 3 different animations for everything depending on speed.... which was a horrible idea anyway. My friend cooling said the top img to me, which rly helped me finalize these idea's and concepts!!!

Autumn Idle animation!!!!!!!!! Autumn is my gargoyle oc!! She's a librarian in the ancient library!! a giant labyrinth inside a mountain, many says it goes all the way down to the core of the planet. Filled with artifacts and books filled with ancient knowledge!

ALLRIGHT I ALMOST FIXED ALL THE STUPID ANIMATION BULLSHIT BUTTTTTT there is one stupid glitch i can't seem to fix, when in the standart flat ground animation it flips between left and right sometimes, which makes it look rly weird. idk why but i'm gonna fix this or my name isn't Nergal Mc.Fligglebastard.

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