Over the last month we've had fun doing the livestream. We made new friends and everyone had a great time during this month-long experiment.
After a month of livestreaming, we've discovered that we can't maintain the same level of production that we could before.
So we are no longer able to continue …
After a month of livestreaming, we've discovered that we can't maintain the same level of production that we could before.
So we are no longer able to continue …
Well, the good news is that this works!
I finally managed to fix pulling across map borders. You still aren't moving your target... But at least you are not longer getting stuck.
I still had a host of small bugs to fix today, this being one of them:
Fortunately, I managed to get most of the bugs fixed…
I finally managed to fix pulling across map borders. You still aren't moving your target... But at least you are not longer getting stuck.
I still had a host of small bugs to fix today, this being one of them:
Fortunately, I managed to get most of the bugs fixed…
The Pulling Mechanic
So, today I started work on the "pulling" mechanic. This mechanic allows you to pull other characters around the map. Such a feature would be useful in combat, and would also aid in forcing characters out of choke points.
I decided to get it working in a simple situation first: N…
So, today I started work on the "pulling" mechanic. This mechanic allows you to pull other characters around the map. Such a feature would be useful in combat, and would also aid in forcing characters out of choke points.
I decided to get it working in a simple situation first: N…
Grabbing Sprite
Today started off with a relatively easy task: Add in a "grabbing" sprite for when a character grabs on to another.
I started off with getting things setup to add the sprite to the character's spritesheet. This went well, however I discovered something surprising: It was already there…
Today started off with a relatively easy task: Add in a "grabbing" sprite for when a character grabs on to another.
I started off with getting things setup to add the sprite to the character's spritesheet. This went well, however I discovered something surprising: It was already there…
Name Tags
Due to popular request, "name" tags have been added at the last minute. The name is simply an incrementing number, but it allows you to identify each other while playing.
[size=2]Fanart by SurvivorTuga:
The Caboose has been Found
I finally fixed the bug that was causing the third character i…
Due to popular request, "name" tags have been added at the last minute. The name is simply an incrementing number, but it allows you to identify each other while playing.
[size=2]Fanart by SurvivorTuga:
The Caboose has been Found
I finally fixed the bug that was causing the third character i…
It was a dark and stormy night...
No, not really. Although the morning certainly started off cold!
Bugs, Bugs, and um... Bugs
Today was full of bug fixing, which I expected going into it. The day started off with implementing the final part of the "grabber dragged along" mechanic: Slowing the speed o…
No, not really. Although the morning certainly started off cold!
Bugs, Bugs, and um... Bugs
Today was full of bug fixing, which I expected going into it. The day started off with implementing the final part of the "grabber dragged along" mechanic: Slowing the speed o…
Uh... That Shouldn't be Happening
So today started off with fixing a rather odd bug. You see, the- Uh... Well. This is easier shown than described:
So. That was happening. Fortunately I managed to fix it (not without the help of the livestream viewers in the chat - thanks!)
The problem, like with most…
So today started off with fixing a rather odd bug. You see, the- Uh... Well. This is easier shown than described:
So. That was happening. Fortunately I managed to fix it (not without the help of the livestream viewers in the chat - thanks!)
The problem, like with most…
Today's game development livestream is starting at 8:30am PST!
Schedule
On today's livestream, Mike will be working on the "grabber dragged along" mechanic. He started work on this mechanic in yesterday's stream, and it's making very good headway!
The "grabber dragged along" mechanic will cause a cha…
Schedule
On today's livestream, Mike will be working on the "grabber dragged along" mechanic. He started work on this mechanic in yesterday's stream, and it's making very good headway!
The "grabber dragged along" mechanic will cause a cha…
Hindering Movement is Finished
The biggest news I have today is that the "hindering movement" mechanic is finally finished! Here is an animated gif of it in action:
With this mechanic, you can approach another character, grab on to them, and then prevent them from moving away quickly. After grabbing …
The biggest news I have today is that the "hindering movement" mechanic is finally finished! Here is an animated gif of it in action:
With this mechanic, you can approach another character, grab on to them, and then prevent them from moving away quickly. After grabbing …
Engine Doesn't Allow Fast Enough Prototyping
Well, I have learned one thing over the past few iterations: Adding game mechanics takes a long time. A very long time. Just the framework for the grabbing feature has been in development for the past couple months.
So, I've identified a problem. Now what…
Well, I have learned one thing over the past few iterations: Adding game mechanics takes a long time. A very long time. Just the framework for the grabbing feature has been in development for the past couple months.
So, I've identified a problem. Now what…
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