viernes, 26 de febrero de 2021

Unstable branch uploaded on Patreon

 Also, here's the public version 0.4.

ChibiSpacEscape Ver.0.4 -Unstable- | UrielManX7 on Patreon

Known Issues:

-Going down the semi solid platforms got somehow screwed and is now performed by pressing just DOWN

-Speed bug with the dash skill, if you press the dash continually with out pressing a direction, your speed will keep adding and you'll get yeeted out of bounds

 I expect the next version to have toggleable clothes in some way, either by a debug button press, or just regular damage.

The other thing I need to work on, is enemy AI, gonna try implementing something called finite state machines, which, ironically, I did learned in college, but they were taught to me in such a horrible way, and the experience was so miserable, that it never crossed my mind  they could be useful here in video game making.

martes, 23 de febrero de 2021

Coded a rudimentary knock back on damage taken

 

This is more tricky than Falsh's, because I can't just modify the player's X and Y position directly so it will take a bit more effort to make a more complex one, like the old yeet Mitsuko had in the Flash version when she got knocked down.

domingo, 21 de febrero de 2021

Hidden walls unlocked

 


jueves, 18 de febrero de 2021

Unstable branch uploaded on Patreon

 I just posted the work on the game up to date for patrons as unstable branch, meaning is not cleaned up for release, aka there are still known bugs that I would like to squash before. Namely the ladders; I'll give myself a week's time from now, if I can't figure it out, I'll release it to everyone regardless.

martes, 16 de febrero de 2021

Chibi SpacEscape public version V.035

 Here's the version that I was talking about in the last post, available earlier for patrons, just follow the link to get yours.
Chibi SpacEscape Ver0.35 | UrielManX7 on Patreon

Progress so far.

Last week something came over me, and I went in a pretty good developing craze, and the version I'm rocking now looks nothing like the one above, so much changed I won't ever bother trying to summarize, might as well start the changelog from this one forward. I'm pretty close to have it ready, so I'll wait until, and again, patrons will have it a week earlier, after it will release to the public.

lunes, 8 de febrero de 2021

PROGRESS REPORT

Decided to start a "unstable" branch of the game, on patreon. Where I can upload some updates earlier that may or may not be bug ridden; while using the blog to post the "stable" versions, supposedly cleaned up and ready for sharing. Just something else I thought I could throw in for patrons. Also this finally scratchs that itch of having a patreon but not posting a version of the game there.
Progress so far...

The ladders are, as far as the technicality goes, working. Just have to smooth some rough edges when Chibitsuko climbs up the end, as she doesn't stop when she gets to ground level, you have to keep going until the ladder ends and then you fall a bit until you hit the platform. No breaking bugs that I could find, like getting stuck forever in the climbing animation. Also made it possible to shoot from the ladder, only just right and left, maybe I'll add up and down, but we'll see.

Gave the charging another go, and this time went smoothly, so now I have a charging mechanic going. Works well as far as I tested it, aside that if you collect the wave beam, the charge shot will still be the same. That being said, I'm very interested in doing something like in Super Metroid, where you can combine different types of shot, and expanding on it, like having enemies being vulnerable only to certain combinations, or objects you can only destroy with a certain beam; encouraging experimentation, although I see how it can get tedious to pause and change beam ever so often, maybe I'll do a quick swap loadout like in Castlevania Dawn of Sorrow and Order of Ecclesia, so you can save beam combos and switch them on the fly with a button.

After I went back and retouched the running animations, I ended up liking the side view one, so instead of debating which one to use, I added both, the side view one works as a "sprint", triggered as you would expect, by pressing the same direction twice, works all fine and dandy, let's you move faster, and you retain momentum if you jump, although I'm not sure if I should also make it so you jump higher also, kinda like Mario Jumpman Bros.

Added a little starting nexus room, from where you can access different levels, tried to make it a bit more interesting spreading the current upgrades in each one, but level design is something I should look into because I have no idea how to make levels interesting.

Added a little animation for when the shots hits a wall or enemy, really improves the whole shooting mechanic. 

Modified the door to change levels to manual instead of auto, so now you have to stand in front and press UP to enter, with a little animation for Chibitsuko turning towards the door. Will add a fade out screen effect later.

Added a landing animation, but unlike in the original, it only triggers when you land from a jump, for now. I had a thought of adding that falling animation I did a while of Chibitsuko crashing into the ground for when you fall from too high, just for the laughs, wouldn't add fall dmg to a platformer, Bubsy (SNES) already showed us that's not cool.

As for the stable version, I want to add the hud at least as a place holder, and a dmg animation so the slimes hurt you, as well as some environmental hazards, even if you can't actually take dmg.

Entrada destacada

Chibi SpacEscape Road Map

I'm gonna pin this post here to let you know what's to come, what I'm currently working on, and what will the next version have....