Fly Hunter Series Log(Demo Included!)

Mineat

  • Posts: 349
Update(3/20/2020): Working on the second stage for the full game and its art. I need help on making a fully functional slot machine for it as the stage will be based on a casino. Here is its boss.

Mineat

  • Posts: 349
Update(5/24/2020): My gaming computer went down and my mother gave me a cool laptop. I am studying my laptop as I'm moving my work to it. I turned 35 a week ago.

Mineat

  • Posts: 349
UPDATE(7/14/2020): Here is one of my slot machines in Stage 2 of the full game of Fly Hunter. This brand of slot machines will be in the foreground as one of them will operate in the middle of the stage. I will be working on the rest of the scenery for the next two months and I will work on the other slot machine after this, as I need to learn how to animate a lever being pulled to the front.

« Last Edit: July 13, 2020, 10:42:33 pm by Mineat »

Mineat

  • Posts: 349
UPDATE(7/17/2020): Here is the title art for the other brand of slot machines. I made this in Inkscape and had a bad time making it(trouble getting fonts, fitting shapes, applying wanted colors, highlighting it). Tell me if it looks finished or not, because I have many things I want to try out about its concept.

Mineat

  • Posts: 349
Update(08/30/2020):  Super late, but I've designed a few backgrounds, enemies and a boss for the extra stage in the full game of Fly Hunter. The boss attached to this post is called the lightning bug and he flashes a light from his abdomen and flies away, turning the stage into a holiday-themed stage fitting its theme for the date the game is opened on and leaving you with holiday-themed bosses and enemies before the lightning bug comes back, giving you a chance to swat it. The way to reach the stage is also kept secret.

Mineat

  • Posts: 349
Update(10/6/2020): Updated my games with plenty of new tricks learned from Luyren, Ginge, merrak and Aditya, including a personal trick of my own that I didn't know all along. Drawing event code is now simplified and all of the enemies in my game starting from the demo's release were perfectly planned all along, as a collision between two actors needs to be detected by the collided actor with the most prevalent code while the other needs to have no collision code conflicting with the other's, as the rest of the triggering code needs to put in entirely separate behaviors for both while this issue needs to be known by the entire Stencyl community.

Mineat

  • Posts: 349
Update(10/12/2020): Updated this thread's first post with artwork straight out of my new Flickr and changed some text. I am thinking of a majorly new gimmick as I was writing in its main franchise project summary file while trying to appeal to a Newgrounds writing contest holder for an entry and coming up with more yesterday afternoon. They haven't been documented yet, so I'm going to keep a vital note of this soon.