SuperStarDreamTeam is 91% done!

So, I finally finished all the main levels. Now I just have to do some extra stuff and fix some things. I didn’t remember to upload most of the gifs to a place where I could get a link to them so have some contextless garbage that I did as a joke.
Weird effect
Many goblins

Hopefully i’ll be doing some more fun stuff with this soon. Love you all, bye ❤


SuperStarDreamTeam is 86% done!

Hey, so I am half way done with the final area in SSDT and I did a few other little changes.

I made it so that now SSDT has hit-scan bullets. There is also bullet spread now. I added this system to the enemies too.
player shooting enemy

I changed the text system to be more customization. It will be a little harder to work with but I think it will be worth it.
England is my city

The last world is going to have different environments for each level. The first level was air ships. I think this level is pretty different to the other levels in the game.

The second level in this area is a “forest” I guess…

These levels didn’t take very long to make for having to make new textures for each one. I’m not really forcing myself to work on this anymore. I feel like this is making it go faster since I don’t get sick of it as much. Hopefully it wont be much longer until it is done. ❤

SuperStarDreamTeam is 80% Done

So, I got the fire world done. I wasn’t sure about it when I actually started working on it, but I think it is one of my favorite areas in the game.

I fixed some stupidity I did so that the player can now fall. I did something early on that made it so that the player would only be able to fall from higher than the normal level height.
Fixed falling bug

I tried vertical level design which I think turned out well. It was pretty difficult compared to normal level design since I am not used to doing it, though.
Cool Jumping

A jumpy rock thing.
Jumping rock

Deading jumpy rock things.
Throwing Rock at rocks

Large jumpy rock thing with cool looking meteor trail before I actually made the meteors do what they were suppose to.

I’m out of school so hopefully that means that I will be able to get more done. I will probably spend more time than usual on Grinnside since it’s the last world and I wan’t it to be really good.

Thank you for reading this and caring about SSDT if you do. ❤

SuperStarDreamTeam is 72% Done

So, first of all. This took a lot longer that it should of! I didn’t work on SSDT much for a while. Second of all, I don’t have a lot of screenshots to show, because I used to upload gifs to a website that didn’t have very good gif Support. I used google plus to upload them there. I then used it for here too. I stopped uploading gifs to that website so I stopped uploading to google plus. I didn’t think of uploading stuff here though so I don’t have a lot of the gifs. So, next time I’ll remember to upload stuff to google plus.

Dragon Masked Robot Things
Dragon Enemy Things

Lava Thing
Lava Thing

Angry Bouncy Thing
Fire Spike Ball

So, I’m sorry about the big gap between update posts and the lack of cool stuff. I’ll try to make the next update post better ❤

About SuperStarDreamTeam

I realized a while ago that I never fully explained SuperStarDreamTeam. I decided that now would be a good time to write about the game and explain some things that may have not been clear.

All the Characters

When I started SSDT in August of 2015 I never thought I would be working on it for as long as I have been. It was supposed to be a practice game to help me work on making platformers.

A gif from a very early version of SSDT
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However, I am happy that this happened because my other project idea was not very good. The other idea I had was for a rouge-like. If I had worked on that it likely would have gotten lumped in with all the other indie rouge-likes that were being made at the time.
The game’s scope was decreased a few times near the beginning. The original idea was to have 8 areas in the game. Each area would have 2 boss fights. After I started working on the first boss fight I realized that this was too many boss fight and decided that 1 per area would be much easier.
The game also originally was inspired by Undertale. It was going to have the option to kill all the enemies or not kill any of the enemies in each level. I soon realized that this would be really hard to design levels for and there would be very little incentive for people to do either option.
SSDT takes a lot of inspiration from games such as Mario and Luigi series, Castle Crashers, and Chicken Sword. This can be seen in many of the boss fights and characters.

First boss fight
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I usually describe SSDT as a platformer/poor excuse for stealth game. I think this is a good explanation of it. A major mechanic of the game is its enemies. If they see you, you will likely die. This is because they shoot at you rapidly and can kill you in one shot.

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You must sneak around them and attack them from behind to get past them. The problem with this is that their A.I is about as complex as a Super Mario Goomba. They will not respond to you making a bunch of noise, seeing other enemies that are dead, or seeing muffin rockets flying at them. This was done to give them an amount of predictability.

Stoopid enemies
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You are very quick and agile in the game. You have the ability to double jump and climb onto wall. You can pick up items to help yourself get through the levels.

Parkour Skills
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The game will hopefully be released in late spring/early summer of 2017. The final game will contain 32 normal levels, a base area that changes throughout the game, and a secrete level.

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I am not sure about a price yet but it will not be very expensive. Until then you can play a small demo I made that contains the first two levels of the game. I also plan on frequently posting updates and other fun things about the game for now on.

Thank you for reading. To stay updated on SSDT you can go to my twitter where I frequently post update. I post larger updates on SSDT’s GameJolt and pages. I have a website you can visit. It is not a very good website though.  I am going to try to keep up on it for now on. – Chippy


Gamedev Update

Hello.  This is my first gamedev update on my website.  As you can see the website is somewhat unfinished.  I’m still trying to learn how to set it up and make it look nice.  Hopefully I can make it not look terrible at one point.


    I’m excited that the game is almost playable.  Pretty soon I will begin working on level design.  As soon as I can I’m going to make a demo of the game.  It will probably consist of the first two levels of the game. 😀  animation


    Though the game is almost in a playable state there still are a few problems I’m having.  I haven’t been posting many updates because there hasn’t been much stuff to post.  I have mostly been working on menu screens and setting and I don’t think I can make many interesting posts about that.  I participated in the MiniLD#67.  It was a lot of fun but I ended up not posting very many thing about it.  That was mostly because I tried to record most of the development of it and I just didn’t feel like it for some reason. :/  For now on though I’m going to try to post stuff about the game more regularly.


    Now for problem that I’m having now.  I’m very busy right now and I don’t have much time for working on the game.  I would probably have the demo of the game done very soon but, since I wont be able to work on it all for a while soon I don’t want to make the game playable,  run into a problem with it, and then not be able to do anything about the problem for a while.  None of this may  actually end up being a problem.  It probably will though.  Another problem is this.


This is going to cause a major delay in the development of the game!  😛

    Everything is going well though overall.  That you to everyone that has been supporting this protect.  It mean a lot to me that people care about this weird mess that I’m making.  – Chippy:)