Finished off adding the decals to the existing rooms. Really makes everything look nasty, I am glad with how much texture it adds. Upon some research with how to delay the spawning of the character, I saw that with Unreal I had to basically figure out a way to trick the character into loading whenContinueContinue reading “Technicalities”
Author Archives: goldengratus
Down and dirty
After a lot of tests and experimenting I think the issue with the character going through the walls was because the sudden change in gravity would give enough force to move it so fast it phased through walls. To fix this I instead made sure the gravity changed over the same period of time thatContinueContinue reading “Down and dirty”
Flower power
To make it more clear that the flowers are affecting the castle, I added light functionality that turns the brightness up or down. That way it shows when the flowers are “on” or “off.” Went to all the rooms and added flowers to make sure they were reachable in every configuration of the room. WhileContinueContinue reading “Flower power”
New image prompts!
Replaced all the applicable images with the free ones I got over the weekend. They look great, being much cleaner and professional-looking. My issue with the keyboard images is that they don’t have pictures for the numpad keys, so either I have to create new ones to match the current looks or make sure thatContinueContinue reading “New image prompts!”
New rooms
Added two new rooms. Each one with an interesting shape. The asset I am using has nice modular pieces that allow for fun customization while piecing together very nicely. Instead of working the way I had been this past week, I made it easier on myself. I first create the room on a flat plane,ContinueContinue reading “New rooms”
Dizzying perspective
Building the castle is hurting my brain quite a bit because I have made it have so many different perspectives based on the room. I didn’t think I would be adding furniture at first but I came up with a story explanation as to why they don’t fall, and anyway it is a weird castleContinueContinue reading “Dizzying perspective”
Shifting Castle
There was a lot of technical things I had to figure out and experiment with to get this level to work. Having an entire stage flip over and over again is difficult, and when I do have the whole thing built I’m not so sure if it will even turn smoothly. For now that hasn’tContinueContinue reading “Shifting Castle”
Shifting Castle
I have a pretty good idea of what I want the new stage to be. But before that I was thinking all night long about how to fix many of my actions where it fires upon release of a key. I realized that if I track if and when the player pressed the key thenContinueContinue reading “Shifting Castle”
May Update
Started off with some small UI updates, make the buttons appear more pleasing, transparent when not in use. I created custom images for the Lantern images, simple shapes which work well. Will definitely update them as needed. Made sure that all the screens had buttons that brought the player back to the main options screenContinueContinue reading “May Update”
A more pleasing screen
There was an issue with me keeping the boss right in the stage once the player spawns in. There are some abilities that can affect it, which might speak more to the problems of the abilities themselves. But for now my fix was to do what I did in the second stage which is justContinueContinue reading “A more pleasing screen”