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PogoGirl Devlog #9: Making Enemies

After all the shader shenanigans I needed a break and decided to work on something less technical and more gameplay-related: Enemies!

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HaxeFlixel Tutorials!

If you’ve popped over to the tutorial section recently you might have noticed that I’ve added my very first HaxeFlixel tutorial! It shows how to implement a simple, pixel-perfect 2D water shader which I used for Go! Go! PogoGirl. But a few of you might be wondering what a HaxeFlixel is. Well, it’s a 2D game framework that is as powerful as it is underrated! It runs on the (also underrated) Haxe language, is extremely well documented, open source, and has built-in functions for almost anything you’d need.
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PogoGirl Devlog #8: Shader Journey

Last time I put water into the game. Now I made the water better!

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Streets of Was

As I’m sure many of you will remember, the original Streets of Rage for the Mega Drive had multiple endings. The real canonical ending has you beat the crap out of Mr. X, thereby ending his reign of terror forever (yeah, right). However, if you confronted Mr. X with a buddy in tow, a new possible path unlocked. A quick refresher is in order. When you confront Mr. X he will ask you to join his organization.
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PogoGirl Devlog #7: Pogo Splash & Swim

Remember in the last post when I announced that each season would have its own unique stage gimmick? Well…here’s one!

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PogoGirl Devlog #6: Springtime Is Here

If you’ve beaten the SAGE2020 demo of Go! Go! PogoGirl then you will already know a tidbit that I hadn’t really made public until then: Go! Go! PogoGirl will feature 4 seasons to play through! In this devlog I’d like to talk a little bit about the idea behind that and what you can expect. Seasons will basically act as worlds. This means that each season will have a set of completely unique levels, it’s not the same levels over and over with a different visual style.
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The Little Things in Games

Developing games is a huge - and some would rightly say insane - undertaking. Even small games can end up being a surprising amount of work, and the end result tends to not reflect the actual project scope during development. The fact that games get finished at all is something of a miracle, to be honest. There are just so many things to consider, so many elements that have to be worked on, so many thingamabobs that have to be kajiggered in order to get a game working right.
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PogoGirl Devlog #5: SAGE: Aftermath

SAGE has come and gone, and I’m still reeling from how quickly it all happened. I guess the only thing to do is to pick through the rubble and try to make sense of everything! First off, I knew from the beginning that Go! Go! PogoGirl wouldn’t set SAGE on fire. It’s the Sonic Amateur Games Expo after all, and people mainly want to play Sonic games. Hell, I used to mainly want to play Sonic games.
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PogoGirl Devlog #4: Road to SAGE 2020

On September 5th 2020 the virtual doors of the Sonic Amateur Games Expo will open for the 20th time, and Go! Go! PogoGirl will be a part of it! If you haven’t heard yet, I will publish a public demo of the game for everyone to try out. Naturally this is very exciting for me (and I hope for you too) but naturally, this also means work. A lot of work.
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Strange Hitboxes Can Make Your Game Better

Let’s play a little game. Which of these following statements have you caught yourself saying when dying in an action game? A Oh come on! That bullet was nowhere near me! This sucks! B Oh come on! My attack phased right through him! This sucks! C Oh come on! That bullet should have killed me! This sucks! I’m willing to bet that you’ve never said C. And the reason for that is obvious: We play games to have fun, and losing isn’t fun.
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