Devlog, September 27th 2014: Match Intro
Another iteration of the match intro, but I think this time we’re getting closer to what I had in mind, and what’s fun/energetic enough to introduce the match. Hopefully so, at least!
Another iteration of the match intro, but I think this time we’re getting closer to what I had in mind, and what’s fun/energetic enough to introduce the match. Hopefully so, at least!
Started working on the referee, now that Honey’s moveset is back up to snuff. Plenty of moves have been redrawn and re-animated, and many more have been added from scratch, such as the dash and uppercut moves displayed above.
A slightly longer (and larger) GIF showcasing some of the new/redone animation that got done this week, namely the jump and jump attack animations, and the standing three hit combo. Some more animation redoing still to come. Today, I’ve managed to get the style system working (the bar below the…
I’ve added life meters for the player and his opponent, as was planned for a while now. Those meters are off by default, but you can turn them on if you’d rather have a classic beat’em all experience. If they’re off, the information they provide is still here, but through…
I’ve been diving back into the fighting prototype code. First of all, the new kick move is implemented, as you can see above. Also, I’ve sped up the game considerably and it indeed feels a lot better to play. This latest integration also sparked some other interesting additions I need…
Back to the fighting segment, and 2D animation. Several main things to take care of (in addition to the bug fixing), two of which are Honey’s moveset and the general game speed. So here’s a first new move to complement the existing palette, and I’ll see if I can’t crank…
The prototype is out in the wild! I’ll update the web version as testers find bugs and I manage to track down their source. The .exe version will be recompiled/exported and sent on demand. Here’s a list of progressive fixes : v 0.2.2 tweaked an issue with the title music…
I’ve spent the last few days listening to thousands of sounds to find those that’d fit with the audio identity Honey’s starting to have through it’s score. I’m not sure we’re there yet, but at least that’s a question we’ll be able to tackle through the prototype! I’ve also been…
It’s been a pretty big day, even though I don’t have much to show it off with. I’ve started a first round of testing (or rather: external debugging), and have done a first wide pass of changes and fixes based on feedback. Among those changes : – I’ve added a skip…