Our great sponsors
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
Levels in Where's My Body was designed on a separate software called Tiled. It is easy: Insert your tilesets > draw your map > export as Image > Insert the exported image to GDevelop! I find it easier and an incredibe time-saver since putting tiled sprites in GDevelop one by one, rotating it manually - in my opinion - is not efficient. With tiled, all the tools you need to design a level is available.
Next, creating assets using Aseprite. To save time, I animate with as few frames as possible. The longest animation in Where's My Body is only 4 frames long:
Making animations took almost a day. All sprites are 32x32 (except the intro and the ending visuals). Even by this point, not all animations are completed; just enough to get the programming part going! Now this is my favorite part. GDevelop is a heaven for a guy who couldn't code at all - like me! It's easy to understand, the community are helpful, and exporting a game is a simple one-click away!
Related posts
- Thirteen Potions Build Log
- Exploring the World of Indie Game Development: My Journey from Pixel Art to JavaScript Frameworks and Beyond
- Always dreamed of creating my own maps/levels/backgrounds for games. Is it worth it to give it a try?
- Lessons from Open-Source Game Projects
- Results from my first Steam Game: PUTRID SHOT ULTRA Postmortem