Started off by figuring out how to get settings to work in the main menu. My biggest issue was that most of the save data I use is stored on the character. If there are multiple save slots I am not sure how to load the most recent one into the starting level. But insteadContinueContinue reading “Widgets galore”
Category Archives: Game Development
Weapon shadow
The whip has again been bothering me. It showed issues that I was too lazy to identify and fix at the time but I took a look into it. Sometimes the character would unexpectedly whip an extra time. Upon closer inspection I found I had a check that made sure the player couldn’t whip whileContinueContinue reading “Weapon shadow”
Pitter patter
Created a new boss track from the instruments I had. I will probably commission music for the exploration gameplay next month. Added it into the game and it worked with no issues. I should download more of those sound assets that had hundreds of files because they keep on giving me whatever I need. IContinueContinue reading “Pitter patter”
Flower Check
Packaged my game to check if everything was working, and the good news is that it does. I may try uploading a demo to steam next month. There was an issue where the resolution wasn’t saving properly in standalone mode but it saved fine in the packaged version. That was the problem I wanted toContinueContinue reading “Flower Check”
All Green
I updated the save points and also the flowers in the castle so the whip can interact with them. It is a big improvement as it makes the whip important in situations where the player will want to reach a flower without having to go near it. For the previous level I’ve been using theContinueContinue reading “All Green”
Teeny Tiny Update
Adjusted the enemies’ projectiles so it can collide with the world and other objects. I wanted the player to have other objects others options than dodging it such as finding cover or throwing stuff at it. After some thought I removed the strong attack for the sword. It was only usable when the lantern wasContinueContinue reading “Teeny Tiny Update”
Tuning the clock
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”
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”