It's still not finished and is very short, but I went and posted my Super Monkey Ball clone to itch dot io!
It's pay what you want (meaning free) and it has a built in level editor! I'd really love to see anything that y'all make with it!
https://t.co/DCcTxufJOP
Screenshot of the level editor I used for Swingball vs the level editor I used for Super Girl Balls lmao (I did use Tiled like a civilized person for Dong Simulator tho).
I made a Super Monkey Ball clone. I'm calling it Super Girl Balls. All that I really have left to do is to put a girl in the ball (girls are stored in the balls).
I can commit to making a single game and see it to completion without getting side tracked by other projects.
*five minutes later*
I wanna make a Super Monkey Ball clone and call it Girl Balls.
Still learning a lot about making little games (you can play a sad cartoon slide whistle sound when the player dies and it will somehow still be funny the hundredth time it happens)
How to make a racing game:
1 - make a top down stealth game
2 - replace the player model with a babe on a bike
3 - move the camera down behind her
4 - make her move faster
5 - spend the rest of the day zooming around in levels that weren't meant to be zoomed around in :3
I made a little stealth game!
It's very short and basic, but it works! It's technically a game!
I also updated that FPS from the other day. Fixed the aspect ratio etc. You get both of them (plus my Triple Triad clone) as bonuses when you get lilGunBois.
Simple little single screen score based game with a hard coded environment? I can churn that shit out in a day or two.
A game of the exact same complexity with a title screen and a settings screen and a level editor etc? That'll take a week. Probably even longer.
Good menus (that support gamepads AND mice) take about as long to make as games do. Level editors also take about as long to make as games do. And if you're including a level editor then you're definitely including menus.
It's so brutal.
With the power of AI you can generate a high quality 3d model like this from only a single photo.
The likeness is obviously impeccable and it only uses a humble 29,999 polygons!
I ported another one of my old Wii homebrew games to love2d (meaning that you can run it on a range of handhelds etc).
It's the most barebones fps imaginable lol. It's playable tho, it's only 200kb, and you get it as a free bonus when you get lilgunbois on steam.
Technically it's a port/remake of Swingball 2 (just like how the release of They Do Not Die on steam is mostly based off of They Do Not Die 2), but for the sake of simplicity I'm pretending that isn't true.
I "finished" a port/remake of another one of my old Wii homebrew games (Swingball) and included it as another bonus when you get They Do Not Die on steam.
It's pretty bare bones. It doesn't even save high scores. But it's playable and it even has a built in level editor.
Update: Dong Similator is now available for free on my website :3
If you're on a PC then you can play it in a browser with keyboard controls, but I obv recommend downloading the love file onto a phone and playing it with the official love2d app (available at love2d dot org).
It isn't pretty (or long or hard) (I probably won't even bother to upload it anywhere), but I made a physics based game about trying to get your penis in the hole (mostly bc I wanted to try out gyro controls).
Five levels. Shaft gets shorter with each level.
I updated Triple Trap again!
Now EVERY part of the game can be navigated with a mouse, there are smooth transitions between sections of the game, the window auto maximize when the game is launched, and I've added another couple cards.
It's imo pretty done (or as done as you can expect a bonus thing randomly included with another game to be). Probably won't work on it anymore unless/untill I deal with getting it it's own Steam page or try selling it on itch dot io or something.