Another post here by _Apcat, its been a while since the last time, sorry about that but life has been life-ing (I've been busy). But anyway, back to the update: Last time I said bridges were now possible, well now they are made, and sure enough they work. Stairs are now working too, as it turns out they weren't fully working last time. I've also been trying to get boxes/crates/other working, where you can jump on them to get from one raised location to another. It isn't working yet, but hopefully I can work out what is wrong soon. But not that soon because a change has taken place, a focus shifted. Taking a break from the overworld controls and gameplay, I, attasph, am starting to implement the battle system! Genma has been making sprites and mockups for it for a while now, and now I'm stating to add it. It'll take a bit before anything that amazing is made, mostly getting the basics down, so far the only enemy is a barrel of herbs... It may or may not be a placeholder.
Till next time
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Ashpagift here with some updates, yes them good old updates. First of all sorry about the small delay between this update and the last, I've been away and unable to work on this for the last couple weekends, but there has still been progress, Want to hear? Oh whats that, I promised a gif, ok ok... There you guys go, a gif of the new level editor, I know not that exciting, but it took quite a bit. So the changes; first the stairs had to go, it was sad to see them go, but it's ok because I replaced them with the exact same thing, just different code wise. Next tiles no longer have a hitbox, they have 4 edge colliders, means less updating and bridges can work now. The level editor now actually shows you what the level will look like, and rather than selecting each tile's components separately, you can now select components then select each tile that should have them, much much faster. Finally objects in the world no longer are placed on a grid, but instead are placed a specific x, y, z location meaning the Gen to the ma can have more artistic freedom.
Well I think that is everything. This has been a slow process with tons of planning and very slow code replacing, I look forward to going back to writing new code as it is faster and much more rewarding, but this was something that needed to be done. Next I shall probably work on some level making / testing out some cut scene events, though I can't promise how much I can show of that. Till next time! Once again, Ashpatash here with no gifs of progress. Next time, I promise... Just thought I'd let you guys know how it is going. After many hours thinking, and many hours planning, I have just started rewriting a lot of my code. The problems I mentioned last time involved how the game stopped the player from walking off edges or up walls for that matter. The old way was constantly updating the tiles and checking your location, which wasn't too bad but it meant changes couldn't be made to the level because they would be overwritten. Long story short, things such as bridges couldn't exist. But this new way will just set the colliders once, which should be better for a few reasons. I've tried to plan everything out to make sure this plan will work, I think I've covered everything, but we will see I suppose.
Wish me luck, till next time. Pacatsh here with no gifs, terrible I know I know, but forget that, because it is update time, the good. So I have stayed quiet, but I've had it up to here _ with Unity's animator, I can't stand it, so I made my own. It looks exactly the same, but is so much easier to use and add new animations.
Did someone say add new animations? Well it just so happens I added some new animations, mainly the pushing animation. You can now push certain things, like chairs or crates, or rocks? maybe. Just walk up to it, press the 'use' button, and you can start moving it around. Other than programming progress, I've also started adding a ton of new sprites and objects that the wonderful Genma has made. Speaking of the Gen, he has been making a bunch of level mock ups and things, and I've noticed a problem. This is that eventual good part. I've noticed a limitation with how I am currently making the levels, there isn't really a quick way to describe what is wrong, but just know I'm working on it. The solution though will likely require reworking a lot of stuff, so I can't promise a lot of progress from me for a bit. But when this is fixed, it'll be better than before, even if you won't see a difference immediately. School is done, Summer is here, and I, Ashpcatto_Ashes, have been working hard. A lot has been happening, and Genma's last update covers all the non coding based things, so read it! But I have come to tell you of coding news: Last time I left you with a gif of a NPC, just standing there with a hitbox... It might as well have been a tree. But now we not only have trees that just stand there we also have NPC's that can walk! That's right they move when they want where they want. Although right now they all look like you, the player. But that will be changed soon. Speaking of the player I still haven't fixed the idle animation, I will though, eventually... But back on topic, they move, but not just that, they talk! And their conversations can change depending on what stuff you complete. I have been real sick recently so I have been just lying in bed building a level mock up that Genma made a while ago. All in all, pretty exciting stuff, look forward to more updates. Ashpagif here and I bring updates. I was looking at how I was going to be handling extra objects, such as doors or rocks or people, and I noticed it was a bad idea. It was going to get messy fast, so I changed it. Not much matters to you the player, but no mess means not getting stuck programming. Anyway, what is the reason I really make this post? Well I'm glad you asked, because it is the scene changes (I mean just look at that door opening!), it fades to black, it makes sure you start walking to the door. That's all for now, and finials is next week for me, so maybe slow progress for a bit, but then it'll speed right up I'm sure. Oh and Genma has been arting hard too! Aspha here with some good news, and that news is progress. A few things to go through so lets get started with the first gif, well what should be the first gif but this preview is telling me otherwise, we'll see. First of all we got that level editor going. It was working last month but now it is even better, with all its features added. Sure it don't look nice, but it don't need to as it'll never see the light of day except for right now. In that same gif you can see Selina walking through the level I made in the editor, see how much nicer everything looks outside the editor. Alright now what is hopefully found in the second gif is something amazing! do you see it? It is life CHANGING... that's right, the ability to quit! Oh and now you can change from level to level, I guess that's important to. Please ignore the title screen thing that pops up at the end though, that thing is just a test. Trust me, when the time comes, we (well not me) will make a nice pretty one.
Hello everyone, Genma here again, and this time with a concept art sketch for all of you :D This was a fun piece to make, I had made a concept sketch of this before and felt like actually making it while I was struggling with allergies last night.
This came out really nice looking, while not one of my cleanest pieces I feel it really added to the night-time atmosphere. There was a smidge of digital editing to bring out the fiery glow, but aside from that this was nice and traditional. Making Gellert's face while eating the apple was also fun, and in general I'm pretty proud of this piece. Anyways at the moment this is all I have for you, but hard at work making assets (provided college isn't keeping me too busy). Hope you guys like it :) Hello everyone, Genma here :) Alright so since I've come back I have been working hard to finish some stuff I started back before I took my hiatus. First and foremost, battle sprites for Gellert. Anyways as Ash mentioned we now have a map editor ready and are beginning to move towards making actual towns, so my next focus is to move towards making tiles and npc's to inhabit towns with. The third party member Merryl will be coming soon enough though, don't worry. So hope you look forward to it.
I have been watching Ash's more recent level builds, and the game is beginning to become more and more of a reality. Anyways that is about all I have for you all today so look forward to the next update :) So yea maybe not monthly after all. Either way I have great news; you may have noticed that in the last gif I posted, walking up stairs was a little buggy (maybe you thought that was just the gif quality), you would have a little jump in you step when transitioning from one set of stairs to another. Well it is fixed now, it was a pretty simple fix as it turns out but finding it was a little less so. In more stair related news, I have added a feature, you can now place multiple stairs next to each other to create an extra wide staircase. I have only just added it, so I haven't had time to find bugs, but I am sure they are there. Anyway, until next time, Ashpac_tu_ca out.
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