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Right! A bit of an update. Found and corrected the error. This is what current gameplay looks like. For my thesis project at Yrgo I will build an enemy AI for this game, and until then continue to improve the feel of the game.
This is what I'm currently trying to solve. When the enemy is hit it's sometimes ignoring its heading and thus not travelling correctly. Only sometimes of course. Gotta love those "only sometimes" bugs.
The player do two different attacks in two directions. Bash and Uppercut. Direction is controlled by mouse pointer position in relation to the player.
When the weapon collides with an enemy a ray is cast from the edge of the weapon. The coordinate where the ray hits the edge of the game area is used to set velocity to the enemy in question.
This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.
How great is this scene of #Pecaminosa?
Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.
Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.
"Our work is never over" they said.
Just a Pico sprite
Family band complete!










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