Thanks for the encouragement !
Thank you for your nice comment.
I basically spend the whole time fighting between fixing bugs, implementing new features, making the game feel nice and trying to focus. The latter is by far the hardest.
The new event system that i'm writing might fall into this category, it will make my coding easier and the code cleaner but in the end i'm just adding development time while i could just hack around my bad event system. I've always been a perfectionist and it's been just a few years i realized that it's not a skill.
I will still rewrite this event system even though part of my brain think it's stupid, the other one think that it will make me a better programmer. That's why deadlines are good, i have deadlines but they are in my mind; what i need is hard deadlines.
In any case, if you are still here after that amount of text, thanks for the comment, i'm mostly coding in the void so seeing those are really motivating, see you next week with more fixes and more bugs :)
Thanks, i really hope it works out well in real scenarios :)
Thanks ! What i like about the banner mechanic is that to make the team stronger (towers precisely) you have to take the risk of leaving your team alone while going to your base so you'll have to think twice about that and it probably won't be the healer; unless i'm adding a kind of ninja healer class (which i will probably do).
I just watched scorcharena, it looks like an interesting game, and you seem to iterate a lot over it and testing it which is definitely something to do and that i'm not doing at the moment :3
Thanks a lot for the comments guys, that's really motivating ❂‿❂
Woaaah that looks really good, great style ! Definitely tracking it.
Woah nicely animated grass, nice everything. <3
Oh ! A friend of mine pointed me out that you were talking about the running joke around barrels. Totally forgot about that one :)
What :D ? I'm not making a game for pewdiepie, what did you mean ?
Adding to the depth-sorting, i'm actually using several draw calls for it, one for the map, several for the moving objects and some others for the depth effect. I'm indeed detecting depth with y but since i wanted to keep my spritesheets in different files it made the sorting & displaying a bit different. So everything except the players are in one static background draw call, then the players and finally the overlapped objects are drawn over the rest, per tile.
I think i will end up making a new big spritesheet at runtime and just use that, easier to sort, display and more efficient; but it's fine for now.
That's indeed how i sort my tiles, also right for the half-sprite thing :)
I admit i put "Windows, Mac, Linux" because Flash runs there too (well kinda for linux...) but in any case i'm using haxe with the NME framework so i can actually export on those platforms as some native executables too.
For this projet i'm focusing on flash though.
Oh a mermaid ! (\/)(;,,;)(\/)
Cariboo
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