Too dumb to make it, too dumb to quit.

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desdemian
April 14, 2018
Working on the AI, a coreographic fight.

This week was full work on the AI, which was lacking a bit, to say the least. It is a simple state machine that changes based on the distance to the character (far? jump, close? punch/kick) and its own physical state (falling? stucked? idling? close to edge?).

Eventually I managed to make se…

3,064 views
desdemian
April 04, 2018
A new level select screen

This is the new Level Select Screen, made by ponylab studio:

 

This is how it used to look:

So you can see it was a big improvement.

 

More info about the game: Posable Heroes on Steam

2,464 views
desdemian
March 13, 2018
The new tutorial

Refining the tutorial was probably one of the hardest part of the "later development". Everything was in place, but how to teach the player how to play the game was still a struggle.

The first time somebody tried my game, he was 15 minutes on level 1 and he couldnt even solved it. So this wa…

4,807 views
desdemian
February 20, 2018
A new hud

Lately I've been working on updating the hud. The game is quite colorful (once you press play) so I thought adding a cardboard only hud to make the distinction.

Use to look like this:

Now it looks like this:

Top left is supposed to be the briefing about the current level. Wor…

3,008 views
desdemian
November 30, 2017
Replicating a simulation with Box2d, part 3.

In the last post, I explained how to solve the box2d issue about cloning a world. It's pretty simple, fairly fast and reliable in its results.

I didn't use it. Why? Because there are some cases (like my game) that it doesn't w…

3,512 views
desdemian
November 27, 2017
Replicating a simulation with Box2d, part 2.

So, in the previous post I said the main problem about duplicating a box2d world. The worlds differ.

Why would you want to duplicate a box2d world?

There are several reasons:

  • To replay a cool sequence.
  • To pred…
  • 5,081 views
    desdemian
    November 24, 2017
    Replicating a simulation with Box2d, part 1.

    Today I was working with a real buggy bug that has been bugging me since pretty much the beginning of development.

    You see, I choose to use box2d c++ version for Posable Heroes. It's open source and pretty solid. And the best of all, it's deterministic. That is, there is no "random" on the s…

    3,668 views
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    desdemian
    November 23, 2017
    I'm back, and now with a Steam Store page.

    Alright, I took a long hiatus because I was tired and starting to feel burnout. Now I'm back and ready to give this final push that is needed.

    First thing first, I have a steam store page set up!

     

    Which is good, now people can wishlist the game. Currently I'm at 69 whislist wh…

    2,357 views
    desdemian
    May 05, 2017
    Greenlight continues... and so does development.

    Alright! 11 days on greenlight, and work must go on.


    Today I show you a couple of characters that you will find on you animated adventure.

    This is some sort of goliat/brutus minion that will get in your way. There's no way to defeat him by punching him so you better use your head in this confrontatio…

    3,086 views
    desdemian
    April 25, 2017
    First day of Greenlight

    So, finally, Posable Heroes got into greenlight on monday morning.

    Preparation:

    I prepared my 512x512 logo, which has to be less that 1mb so some optimization had to be done. I decided on an animated logo for extra attention. But the animated portion was small (like 30%) so the weight would not be as…

    2,945 views
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