Well, before you guys begins thinking that the project went downhill, it didn't went, just there isn't really much to say about it since I don't really have concrete things to talk or display about it's progress.
I've been thinking latelly, and I've been theorizing too much about what changed in the game, without showing any proof or images of it, so that's kind of a let down, but I do really like to talk about the changes in my project and what's planned, so I just have written away everything that came on mind.
I'll try to slowdown on the development news until I have some solid and interesting change that actually can be posted here, because minor changes like small tweaks on some systems and stuff isn't really all that exciting on the gamer side.
As for the game, It's still in development, but the development is stagnating because I barelly am being able to mess with it, because this month is being a twist in my life, even more since I'm having to look for a job to help with the house income, so yeah, busy.
That doesn't mean that the project was all abandoned, latelly I've been messing around the game systems to make some things works better, by adding some extra pointers on characters animation sprites for skill use purposes, aswell as changing how the animations will be handled, but I wont enter in detail about it until I get something worth talking about. But I have to say, at least the change in how the animations are handled made my job into creating new monsters easier, I only have to remember to create their sprite infos.
Currently I'm having some problems related to monster positioning in battle, but I believe I'll manage to figure out how to fix it, eventually.
Well, that's it for the news, I'll try bringing up something worth of progress news the next time I make a post here, If it's about TNR project, I mean.
See ya on the next news.
Thursday, June 20, 2019
Tuesday, June 4, 2019
Animated changes in TNR
Hey there, I've once again came back to bring in news about TNR project:
The last weeks I've been quite not into programming, so I didn't do much in the project, but today I did so many changes and additions to the project.
I've changed how the game handles the monsters animations, now each frame will have it's own setups, like the points telling what is what, like eyes, mouth, and stuff. Those points will be used by certain skills that will require those.
To make it a bit more easier for me to set the points, I've created in the project an extra debug option so I could setup the points without having to mess with switches and lines of codes. I only need to beware not to do the dumbness of setting a point in another point type, even more since the new feature has a weird bug on the buttons, where I can only click them if I zoom in the monster sprite (???).
Due to the implementation of the new animation system, I've had to change a good number of things in the project, one of them is that when setting up the monster animations for the actions, I no longer need to specify the sprite size, or even the action points positions. That change made faster to create animation points, even more since each frame id will have It's own points.
Another news is that I added 2 new monsters to the game, but they currently only have the stopped animation frame. In the future I'll add more animations to them.
As for the planned things for the project, I've been thinking about adding conditionals to the skill effects, so they are triggered based on certain criteria, for example:
You use a skill where the monster attacks, but If the target has less than 50% of health left, the monster could attack again to inflict extra damage. That's just an example of what It the addition of conditions could do.
Well, for now I guess that's all. Sorry If I wrote a wall of gibberish that you can't understand, but today I didn't slept well, so stayed since about 6 am programming the game.
See you next time.
The last weeks I've been quite not into programming, so I didn't do much in the project, but today I did so many changes and additions to the project.
I've changed how the game handles the monsters animations, now each frame will have it's own setups, like the points telling what is what, like eyes, mouth, and stuff. Those points will be used by certain skills that will require those.
To make it a bit more easier for me to set the points, I've created in the project an extra debug option so I could setup the points without having to mess with switches and lines of codes. I only need to beware not to do the dumbness of setting a point in another point type, even more since the new feature has a weird bug on the buttons, where I can only click them if I zoom in the monster sprite (???).
Due to the implementation of the new animation system, I've had to change a good number of things in the project, one of them is that when setting up the monster animations for the actions, I no longer need to specify the sprite size, or even the action points positions. That change made faster to create animation points, even more since each frame id will have It's own points.
Another news is that I added 2 new monsters to the game, but they currently only have the stopped animation frame. In the future I'll add more animations to them.
As for the planned things for the project, I've been thinking about adding conditionals to the skill effects, so they are triggered based on certain criteria, for example:
You use a skill where the monster attacks, but If the target has less than 50% of health left, the monster could attack again to inflict extra damage. That's just an example of what It the addition of conditions could do.
Well, for now I guess that's all. Sorry If I wrote a wall of gibberish that you can't understand, but today I didn't slept well, so stayed since about 6 am programming the game.
See you next time.
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