for week 12 we were asked to create a simple platformer in phaser based off of the projects we had followed. We had to include; character animations, for this I had decided to create my own assets to have better control and to implement different mechanics, colliding and decoration layers in tiled, I had created more assets for the tilemap to make sure they fit the scale for the character animations I had created, spawn points for objects, the player and enemy paths using tiled’s object layer, multiple game scenes, intro and game over screens. There were stretch goals of which I completed the implement and extend a BaseScene class. Which made it so that I didnt have to copy over more code from scene A to scene B and taught me how to use baseScenes and the basics of seperate classes and static methods in said classes
I had created my own assets for this task in order to have more control over the project and be able to expand it in ways that i wouldnt be able to with premade assets (new animations)

this was the first spritesheet i’ve made, I kept the character simple by removing its connecting joints in a style like Rayman (Ubisoft 1995)

However I kept the characters for arms and knees in order to practice drawing said parts I had found drawing the connecting points to be difficult without more detail
We had to use Tiled in order to create the map, I decided to make my own assets for it. We had to use an object layer for our game in order to spawn collectables and to set up enemies and their paths

Overall the project was a great comeback for 2021 giving me a chance to go over what I learned while also allowing me to learn some new things (tiled, multiple scenes, baseclasses)
References:
Ubisoft, 1995, Rayman, Ubisoft