Non Named (Debugging, maps, and other stuff)

fillergames

  • Posts: 762
Little thing. I have good news, and bad-ish news.

The good news is that I have enough screenplay written up that there's a chance for a possible demo soon.

The bad news is that I'm building the game from scratch, since it was built with spaghetti to the max, and it's obviously affecting how the game runs. I'm much more organized and overall better at cleaner design this time, so it shouldn't be an issue at all.

Bombini

  • *
  • Posts: 1001
This happens when you get better. Sometimes reworking only parts can help.
Dont give up!

merrak

  • *
  • Posts: 2092
The bad news is that I'm building the game from scratch, since it was built with spaghetti to the max, and it's obviously affecting how the game runs. I'm much more organized and overall better at cleaner design this time, so it shouldn't be an issue at all.

I've done this twice and both times the results have been worth it.

fillergames

  • Posts: 762
<a href="https://www.youtube.com/v/9uETFwNFet0" target="_blank" class="new_win">https://www.youtube.com/v/9uETFwNFet0</a>

Just testing some new stuff. Mostly reusing some older assets to get stuff done.

Some brief changes:

*Tighter, more optimized codebase.
*Added a tad bit of momentum, you now have an acceleration and deceleration time.
*Options menu now slides up than just spawning out of nowhere. All overworld UI will be bounded to the bottom, now.
*The game is now in 16:9.

Bombini

  • *
  • Posts: 1001