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3 years ago

Since my last post, I have started reworking on the tile collision system present in the game,

I once again used Shaun Spalding's implementation, but this time it was a little harder to make because I used a state system for the player movement.




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I have redesigned the jumping system to be more like Mario's (short press - short jump, long press - high jump).

Because of that I also discovered a very annoying bug in my code where on slopes the jump is slightly higher than it is supposed to be.

I started implementing the UI for the level editor. I also added decreased damage over distance. I uploaded 2 pictures, the first is the drop menu I have been working on, and the second is the function for damage over time represented in a graph.

art comission.

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.

#screenshotsaturday

Quantum precognition is one of the most powerful cards. End game cards & equipment. Demo/alpha build boss is no match for this deck.

Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

I worked so hard to get all four of them to the end safely, but then...

Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698

We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM