As requested by Cesque, these progress checks are nothing more than a chance to show off. They are no longer mandatory, though I do recommend posting here as it's a motivating factor. Or rather, it sucks when you have nothing to post. I know from experience.
Other than that, this time isn't much different from any other time. I see a few people as usual are making steady progress, which I'm happy to see.This blog is going to be fairly short because I don't have much to say on the matter. However, I do want to see some more reasons for productivity in the near future. This event occurred at a bad time, which I'm sure many of you will agree, mostly due to things that happened directly after. We'll see where it goes, though.Good luck.
I finally have another screenshot. Pardon the downsized font. I'm working from another computer today.
This is a new puzzle-based section which will have you dodging and manipulating enemies to remove the nether chains over each door. At the end of this section awaits another character from Terminys, the nether-using half of a dual-energy body, Mako.These effects took me a little while, but I'm pretty happy with them.Sadly not much work done, I got 3 levels done and got some dialog in and that's kinda it. However the third level is going to be the biggest level in the game, so I blame that. Anyway excuse: Something important happened this week :P
Final boss of my game is raring to go. I can't provide a screenshot for spoiler reasons, so you'll have to wait until I can release it, heheheh…
With the final boss done, that means the main game is complete! Yeah!Now I'm getting to work on polishing the game. Adding unnecessary special effects and all that stuff.Oh, yeah, and I should also do something about the game's lack of music.Switched engines from HaxePunk to HaxeFlixel because I was reading about other people having trouble getting HaxePunk to compile to targets other than Flash properly. Project now compiles for Flash, Android, HTML5, and Windows with little to no problems (HTML5 has some graphical bugs).
Of course now I'll have to recode things to work in the HaxeFlixel structure, but it looks like it'll actually be easier in some ways. Plus there are way more/easier to find examples for HaxeFlixel so yep yep happy camper yep. I'll post again if I get something for the game I'm actually trying to make running (just have a little space shooter demo for testing atm). edit: also sprites i did the other weekOkay, so Chaos Weapon is invading my work schedule.
pictured: a horrendous bug that wipes out the rewards of battle has been left unfixed.Lunacy Star is halfway to taking the backseat again. But, I do feel pretty proud that I opened up the source code and poked around for a few weeks before returning to my regularly scheduled Total Party Wipes.pictured: an assholeTesting out physics, AKA the Human Basketball Court:
Testing out level design (and AI of people set of fire):P.S. The flames look much better animated… the screenshots don't do them real justice.P.P.S. An unfortunate consequence of adding AI is that most of the time, people are capable of escaping the fire by themselves with no need of being rescued. Which is why this kind of AI will only be activated after they set themselves on fire.I just remember something:
I started refactoring horrible code into less horrible horrible code. Nothing very interesting to take pictures of though.
@colseed HaxeFlixel is probably way better supported yeah. Lesson I've learned is just to do things the way everyone else does. The HaxePunk of a few months ago didn't even compile to anything except flash properly, but there have been bugfixes since.Oh yeah I'm going again byeOfficially giving up on firehose physics.
P.S. Am I like the only person left working on something for this (apart from all those people who keep their projects secret or keep restarting from scratch)? o.O