Making a Zelda II Combat System in 17.5 hours
Stab Several Skeletons » Devlog
![](https://img.itch.zone/aW1hZ2UvMTUzMjMwMS84OTM3NDg2LnBuZw==/x200/g%2Ba9UY.png)
![](https://img.itch.zone/aW1hZ2UvMTUzMjMwMS84OTM3NDg1LnBuZw==/x200/VLly48.png)
![](https://img.itch.zone/aW1hZ2UvMTUzMjMwMS84OTM3Nzg5LnBuZw==/x200/aJ%2B8QQ.png)
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![](https://img.itch.zone/aW1hZ2UvMTUzMjMwMS84OTM4MzIxLnBuZw==/x200/yacRYr.png)
A quick video devlog which catalogues the problems I had to solve to develop my entry to TO Jam 2022; *Stab Several Skeletons*. I'll show how I used the "delegate" pattern to program the enemies, and where I was able to reuse assets and code from other projects.
Stab Several Skeletons
Test your swordsmanship to clear the temple of all unwanted Skeletons!
Status | Prototype |
Author | BluishGreenPro |
Genre | Action |
Tags | 2D, Controller, GameMaker, Pixel Art, Retro, Short, Singleplayer |
Comments
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I enjoyed the game very much! So cool to see the behind the scenes creative process!