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Six AM Comics
15 followers -
Wake up and smell the awesome!
Wake up and smell the awesome!

15 followers
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I am on FIRE with the tracks! New stage track - "Tower".
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Background 04 - The Bridge #gamedev #illustration
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New stage track! "Bridge"...
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Finished up work on a second character, Hayden... Working name for now, I like it though. #gamedev
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Cranked out another stage track - I call it generators. Because the stage will most likely involve some form of energy. #gamedev
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Azriel's finishing move is completed. Enjoy!
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This will most likely be the track that plays over the main menu and character select screen. #gamedev
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Updated stage track - I'm considering it complete for now... #gamedev
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Took some time off from developing to finish other projects, but I'm back at it!

I spent the last couple days fixing a LOT of bugs. This bad boy was just infested with bugs. I think I've sorted out the kinks at this point. A lot of the issues stemmed from player-to-player collision, i.e. overlapping with the other fighter and getting stuck. Fun times all around.

Aside from the fixes, the health meter is functional and will react to hits taken. Hits now have various effects on the players - heavy hits will knock them back or knock them over, light hits not so much. The fighters will also blink red when hit (8-bit games don't feel right unless something is blinking from damage taken).

In addition to blinking when hit, there's blood effects as well as block effects, though the block effect isn't in this video, but trust me, I've tested it and it works... promise!

Another detail I've finished up is determining which circumstances will allow a hit to take place. For instance, if player one performs a standing strike while the opponent is ducked, nothing will happen. This includes which attacks can be blocked and how.

Other than that, not much else to report. Trying to decide which items to tackle next. Stay tuned. #gamedev
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I'm always amazed with how many bugs you can come across while creating what should be simple functionality. I set out to create this game using a minimal amount of variables - I've got like, 200 of them now. But to my knowledge - bug free!

... For now.

In any case, I threw in a second character on the stage so that I could sort out collision detection and making sure the two fighters are always facing each other. I've also tweaked the teleport move so that you always teleport behind the other player (unless the player is too close to the edge of the scene, in which case you simply teleport directly in front of him).

For performing a throw, you have to be right against the other player and press forward and attack.

So far so good(ish)! #gamedev

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