An Editor in progress
An editor! Today, I finally got around to making the editor. Starting nice and easily, I’ll be adding bits and pieces as I go, so that .. hopefully.. when you get hold of it, it’s not as empty as it currently is!
An editor! Today, I finally got around to making the editor. Starting nice and easily, I’ll be adding bits and pieces as I go, so that .. hopefully.. when you get hold of it, it’s not as empty as it currently is!
Yesterday I said I’d be working on something else.. I didn’t! Alien Deathmatch keeps dragging me back in Today I played with the weapons a bit more, to try and get a nicer feel to all the different main weapons. I also messed about with Particles because unbelievably I’d forgotton to put the things in! [...]
Since we’re already up to Saturday, and there’s still an amazing amount of work to be done, I think I’m going to bump the deadline for Alien Deathmatch 2.. (OMG!! Missed Deadline!! WTF?!!?) So, with that in mind, and since we missed AGameAWeek last week, I’m quickly heading back to Wednesday Workshop for a nice [...]
I won’t post a screenshot.. you wouldn’t be able to tell the difference!! But there is a difference.. Today I spent most of my day working a little more on the “Building up” stuff. That is, setting things up so that you start off easy, and things gradually get tougher. I’ve put into place a [...]
With random spawning added, and basic weapon upgrades up and running, the game’s getting much more like a game, now. Basic Bog-Standard Arena
Haven’t done a thing, today! Actually, that’s not entirely true. I spent most of this morning playing about with the Enemy Spawning layout code, and tweaking it to be a little fairer.. One of my annoyances when playing Geometry Wars is when you’re running in one direction, and a bad guy spawns RIGHT in front [...]
Background progress is coming along nicely. I’ve currently got the level renderer to come up with a nice selection of coloured floors from 3 prerendered ones.. It can do plain, and chequered, thus giving us 6 possibilities of floors. Every room that’s separated gets a random floor. Nice and simple. (They have to be prerendered [...]
I spent most of last night tweaking the graphics. For starters, I’ve jigged about the whole Background tileset. If you’ve bothered to poke around inside the old game, you’ll have noticed that bg.png contains a great big pile of unused “Inside a Wall” stuff. It was originally going to serve a purpose, and fill out [...]