Started plugging in the different objects and actors I wanted to change per “time shift.” It will take some sharp eyes to find all the things that are new within the level. I hope players don’t get too annoyed by it. It took awhile for be to be able to change one of the skeletalContinueContinue reading “Tuning the clock”
Author Archives: goldengratus
Better Cottage
I quickly looked into why the sun and sky in the second stage weren’t always matching up. It is because I wasn’t update the sky when I was changing the sun. I added more logic so the sky follows the sun’s color and position. It is a bit jumbled but I fixed it eventually. WhileContinueContinue reading “Better Cottage”
More versatile
The effects of the shield were too obnoxious so I made the visual emitter smaller and the sound softer. The jumping sound had been bothering me for awhile. I realized that the sound file doesn’t start with the jump sound itself. I used audacity to cut out the start to it plays the sound immediately.ContinueContinue reading “More versatile”
A new cycle
Fought the boss a few more times, testing and found a bug where the AI wouldn’t attach to the actor. I hope I was able to fix it by setting the AI controller when the boss itself is constructed. My changing of the ring model also affected the ring of the cannon. I had forgottenContinueContinue reading “A new cycle”
New ring
Made a lot of updates over the weekend but didn’t take any screenshots of the updates. I improved the model for the captain and the fight more things to watch out for. After that I went through the tedious task of adding the “Time Shadow” attacks to her. Since she has a lot of movesContinueContinue reading “New ring”
Trails and details
Went through the tedious task of adding more effects to the boss’ attacks. Along with making sure she made some footsteps when doing certain actions. The trails aren’t exactly where I want them to be so I’ll fix that soon by adjusting the position of where the trails start. While testing the fight I foundContinueContinue reading “Trails and details”
The Spear
Got a new animation asset for a spear. It is great and I spent all day making sure that all the animations plugged in properly to the boss. Then I adjusted the spear so it would be properly equipped and stored the variable information I needed for it to go into the right position. IContinueContinue reading “The Spear”
Tempest
The start of the boss fight was still lackluster so I added some effects to the point from where the boss drops from. I added a death animation to the boss and made updates to what happens to her tossed weapons. There are other updates in regards to the boss that I made but IContinueContinue reading “Tempest”
August Update
On the last day of August my Steam page was approved. With it I finally released the gameplay trailer showing one year of progress. You can find the video here. As for the Steam page you can see it here. It was very exciting to finally see all these up and it was also motivating.ContinueContinue reading “August Update”
Small improvements
It has been bothering me for awhile that if you are not locked on the dodge will do a u-turn instead if you try to go in the opposite direction. After a lot of testing I found that in the rotate function for the dash that I made a long time ago there is aContinueContinue reading “Small improvements”