Others Magical Girl Azalea [Development Thread]

Azaleadev

New Member
Nov 1, 2018
13
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imagem_2025-05-03_151912644.png


I’m Azaleadev, a new developer and pixel artist currently working on Magical Girl Azalea, a animated pixel art action platformer game.

At the moment, the project is in its early stages. I’m focused on creating the game map manager, camera, and enemy sprites and AI


For the demo the game will some systems, such as:

  • Enemy grab attacks
  • An arousal bar
  • A clothing durability system with dynamic clothing overlays for the character
My goal is to make the controls and animations feel smooth and responsive as i can

While also incorporating erotic enemy interactions into the gameplay. If everything goes well, I plan to release a demo before April 2025.

Below, you can find some previews of the character design and animations I’ve worked on so far for the game.

I'll be posting development progress on my X / twitter every now and then

(Please note that these are still in development and may not represent the final product, as I’m continuing to adjust and polish the animations.)







 
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Aridecan

Newbie
May 18, 2023
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Welcome to the development club. Clothing destruction in games is always a nice to have. Especially combined with a grab system.
 
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Monke Cooke

New Member
Feb 8, 2024
14
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Hey, the sprites look nice, subscribing to the thread. Pretty interested in seeing where this goes. Don't forget to post a link here whenever there's a release thread.

Always remember to keep the scope minimum and be scrappy wherever you can be. You can always add extra stuff/polish to a finished game, but finishing a game with an oversized scope is a huge challenge. Welcome and good luck with development.
 
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Azaleadev

New Member
Nov 1, 2018
13
28
Still working on it!
I made a bunch of changes to character design and tweaked animations a little bit, made my own color palettes and rn i'm working on adjusting the falling transition and fall animations, and finishing up the attack animation
A friend of mine will do the music and sounds for me

i'll drop in a quick video later after i get authorization to post it in here
 

Azaleadev

New Member
Nov 1, 2018
13
28

Here's some of my progress, i'm almost finishing up the core animations
I'm proud of the jumping animation, it feels really good! even without FX and SFX

Idle: done!
Run: done!
Jumping: done!
Attack: Done!

Then i'll procede with the character secondary actions next:

Dash / Dodge
Aerial Attack
Fireball?
Wall Sliding
Down Key+ Attack button move
Jump + Down Key + Attack button

These should be easier to make since its like 1~2 poses
 
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Azaleadev

New Member
Nov 1, 2018
13
28

Just a small quick update, jumping animation is finished, attack one is next, it should be easier

I'm also almost finishing up setting the camera i want for the game, since Azalea sprite is quite big i gave her some space on the side she's facing, the camera will turn the way she's facing , the camera transition did fit quite well with the turning around animation while running

I also set an automatic camera limit depending on the room size, and some shadow casting for the characters on the ground
 
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Azaleadev

New Member
Nov 1, 2018
13
28
Another Magical Girl Azalea quick update incoming!

The attack animation and its clothings are almost complete! I just need to review it a little bit, and then it's done.


How the attacks work ?
  • It's a 3 attack chain. Between each attack, there's a cooldown, and once it finishes, the next attack starts.
  • The 3rd attack completes the combo and reset it.
  • There's attack input buffering, meaning if you press the attack button twice during the first attack, the next one will automatically start after the cooldown ends.
  • You can resume the attack from where it stopped for a brief moment, even when changing states.
The goal i'm trying to achieve for the future is that want to allow players to cancel attack animations with other moves, so players can try to chain attacks and skills together.

Whats next ?

Now with the attack animation done , the next step is creating the character secondary animations, which includes moves and actions to make the game and combat feel more dynamic

These are animations like:

Aerial Attack
Dodge / Dash
Wall Sliding
1 Projectile Spell
Plus 1~2 more attack moves

Compared to the first animations I’ve made so far, these should have fewer frames and poses—maybe with some small transitions—but overall, they will be shorter animations.
 
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Azaleadev

New Member
Nov 1, 2018
13
28
Development is going smoothly!

Over the past few days, I’ve been focusing on code refactoring and improving my state machine structure.
Now i can easily add new moves and integrate them with other states easily, also the character controls feels even better now.
With that sorted, I’m now going back to animating the other moves for Azalea.

Even though this update was mostly coding-related, I still have something cool to share:



The dash animation is done! I also implemented afterimages, which I can now use anywhere in the game with ease. I’m really happy with how they turned out, i might have spent way too much time just watching them in action when i was developing
 

Azaleadev

New Member
Nov 1, 2018
13
28

Wall sliding is complete and feels super smooth! This will make movement more dynamic and allow for more vertical level design in the future.

Next one on the list is Magic Casting!

Also, I’ve adjusted my plans a bit.
I’ll be cutting three player moves from the demo to speed up its release. (1 ground attack move , aerial attack and one aerial move)
The aerial moves attack will come when we introduce the second enemy which is an airborne one!
 
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Azaleadev

New Member
Nov 1, 2018
13
28
Spellcasting is almost done, the animation turned out to be pretty cool! next i'll proceed to the next milestone of the project, making the very first enemy

 
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Azaleadev

New Member
Nov 1, 2018
13
28



Hello, it's been a while!

Atm i'm working on rooms and rooms transitons , and fixing the camera

We’ve got a preview of some of the first enemies in the game:


The Capra Demon will be the game’s first enemy and the one you'll encounter in the demo release. A gyaru fashion lover, she’s a melee unit that relies on brute strength to attack and can dash toward the player.

The Imp is an aerial unit. We won’t see her in action just yet, since aerial enemies will only be introduced once I implement aerial attack states for Azalea. Still, I wanted to show her off because she’s just too cute!

Keep in mind that some of the designs are subject to change since its not the final version yet, i might change or add more clothes to their design

Progress has been steady, but there’s still a huge amount of work ahead. Hopefully, we’ll see more action in the next update!
 

Monke Cooke

New Member
Feb 8, 2024
14
7
I'm not sure if you're already onto that, but it's always good to reiterate these kinds of things: since you'll have vertical room transitions, I'd suggest being extra careful about how they happen.

It's not a super big deal, but the annoyance of accidentally falling back into the room you just left can get pretty grating over time. You can do something similar to Hollow Knight (you might already be doing that, I'm not 100% sure) and make the character jump to the ground to the side upon entering the room without any player input. You can also lock player input during that short jump (this jump is going to happen a lot in your game, make it as quick as it can be) and only let the player take control again once the character is on solid ground, that'll guarantee the player won't fall back down on accident.

Though if you do lock inputs, make sure this happens extra fast, maybe even a bit before you start fading the screen back from black so the player won't feel like they're waiting for an animation to finish before playing again.


Anyway, glad to know you're ramping up to a demo, I'm pretty excited to try this game out. Good luck!
 
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Azaleadev

New Member
Nov 1, 2018
13
28
I'm not sure if you're already onto that, but it's always good to reiterate these kinds of things: since you'll have vertical room transitions, I'd suggest being extra careful about how they happen.

It's not a super big deal, but the annoyance of accidentally falling back into the room you just left can get pretty grating over time. You can do something similar to Hollow Knight (you might already be doing that, I'm not 100% sure) and make the character jump to the ground to the side upon entering the room without any player input. You can also lock player input during that short jump (this jump is going to happen a lot in your game, make it as quick as it can be) and only let the player take control again once the character is on solid ground, that'll guarantee the player won't fall back down on accident.

Though if you do lock inputs, make sure this happens extra fast, maybe even a bit before you start fading the screen back from black so the player won't feel like they're waiting for an animation to finish before playing again.


Anyway, glad to know you're ramping up to a demo, I'm pretty excited to try this game out. Good luck!
Yeah i'm aware of it, for vertical transitions there will be a platform at the entrance that you can press down + jump to go down, its pretty easy to make i just dont have them yet
 
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