Did a few more finishing touches to the shifting stage and the bosses. Added a gem into the boss’ head so as to hint to something. And added a new voice line I recorded for one of the special animations that the boss has. Jumped over to the animation video I had saved. Thankfully itContinueContinue reading “Back to anims”
Category Archives: Learning
Camera Technicalities
With the presence of two enemies in a single fight I had to create the ability to switch targets while locked-on, instead of having to turn it off and on to switch. I watched a video with a lot of math I didn’t understand. I simply followed his instructions and tested it out and itContinueContinue reading “Camera Technicalities”
Adjusting the bases
Built an entirely new and separate room just for the boss, and did some fancy stuff using the same logic that brings the player back to the building. Taking advantage of what I had I was able to teleport the player to the boss room with no issues. This is something I can probably endContinueContinue reading “Adjusting the bases”
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”
Menus, names, and saves
I’ve been wanting to improve the logic of the save system for awhile, and also make sure that there are more possible slots to save a game. This way more than one person can have a save game within the game itself. I also am slowly improving the menus in terms of visual clarity andContinueContinue reading “Menus, names, and saves”
The sound of my game
Watched a quick tutorial on setting up a system so that the sounds are separated into proper categories that you can change the values of individually. This is exactly what I was looking for and it worked marvelously. The tedious part was that I had to go through all the sounds I had in theContinueContinue reading “The sound of my game”
Fading out
Updated the function that handled the whip traces by making it more flexible with the distances. I didn’t like how the whip pull was working especially in large areas because it wasn’t throwing it very far. This has helped the issue so far, I will probably tweak the distance value as I go. For nowContinueContinue reading “Fading out”
Tuning the clock
Changed all the numbers for the health and the light resource. Made sure they had a ratio of 1:2 when going back and forth. Had to adjust the costs of some skills as well so it would match it properly. And it feels a lot better, more balanced and easier to manage. The only onesContinueContinue reading “Tuning the clock”