1 year ago

Devlog 1 - 4/5/2024


Yeah I’m making a devlog this sorta early in, yeah so I have it.

Anyways, right now I was figuring some stuff out like reconstructing some of the bosses and elements to fit within scrolling

What I mainly did instead of the background scrolling and the player staying in place, but everything will move and it will give the illusion of it being in the same place despite it moving, that way so it can fit in with some of the upgrades I have.

I also fixed some of the collision with the platform entity making it work within it too.

That’s pretty much all I’m gonna work on, since I also have something I need to do for school

Yeah I sorta did stuff for school, so I decided to fix up the Bryant fight to work in the new engine, mainly with positioning but everything should work the way it should now.



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Obligatory sequence progression

Just only the boss left for this area, and then it'll be onto the next one

Boom goes the dynamite

Already got the Idea down for the boss!

Rn I'm just changin things up for the damage brodcasts for both the enemies and the players, so that both can be damaged on the same frame rather than there being a delay

I'm going to

L@yering Update

I had to go through each of the sprites and I managed to find some that were causing an issue, along with rewriting the code a bit(even though the code is exactly the same but I wanted to be reassured)

Everything's workin fine so far

Even if this isn't my first time seeing this tutorial

I love griffpatch

How it feels outside currently

Reworkin Enemy Movement AI a bit, I might have it in a way that different enemies might actually have specific moving patterns/behaviors, like one I might be thinkin of is the enemies might run away from you if you have a high level like in Earthbound

I've managed to wrangle around different enemy movement patterns, and I've also managed to create this as well, it's what the buttons were for