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Crystal Chaos
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Devlog
Why are they so cute?
April 05, 2021
by
learuis
Spent some time today adapting my sprites to respond properly to using a custom axis for layer sorting. This enables me to control the render order for everything without a script that watches the pla...
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Minor Adjustments
April 04, 2021
by
learuis
Quick build tonight! Fixed a player position issue that offset the sprite incorrectly, making it look like you could walk on water below you. Adjusted the 2nd large blocker enemy's position to be on a...
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Demo Build!
April 03, 2021
by
learuis
I started this morning working on a tree you can walk behind. I had some solid ideas on how to accomplish it, but ran into trouble. I think the right way to handle it would be a custom axis for transp...
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No more getting stuck to walls
April 01, 2021
by
learuis
Tile rules are awesome! After watching some tutorials and experimenting a bit, I got the package installed and started to work on it. I think the way I chose to define them is kind of backwards - I pa...
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Better Enemy States
April 01, 2021
by
learuis
Well, that was a heck of a rabbit hole today... I started out wanting to add a wandering behavior to enemies so they could do more than patrol in a set pattern. As I worked through this, the limitatio...
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States and Slots + Animation Rework
March 29, 2021
by
learuis
Gotta love the way discovering one little bug causes you to rewrite an entire system :) I started looking at why the dash was behaving wrong when you got hit with a fireball while dashing, and found t...
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Item Slots - First Pass
March 29, 2021
by
learuis
To move toward the "find magic items and use them in battle" goal, I took a first pass at an item equipment system. The goal is to have 3 items that you can equip at any one time, and tie their functi...
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Freedom of Movement
March 28, 2021
by
learuis
I went into Saturday wanting to enable swinging weapons in 4 directions, up, down, left and right. As I worked through how to do that, it became clear that I'd need to do a better job of controlling f...
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Dash changes
March 27, 2021
by
learuis
Dash changes You are now invulnerable while dashing Dash duration is half as long Your size grows by 10% while dashing. Does this make it look like a "jump"? If you hit an enemy while dashing, it will...
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First Pass at Impassible Terrain
March 26, 2021
by
learuis
Spent some time today adding the impassible terrain. With more tiles, I should be able to add quite a bit of variety to the stage. I should even be able to use smaller grids to make structures / walls...
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Weapon Slot Rework + lots more
March 26, 2021
by
learuis
Enemy Behavior Changes Enemies should no longer be able to fire ranged attacks while stunned Enemies now pause for a second after firing their ranged attack Enemy ranged attack firing intervals are no...
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Goodness, gracious, quaternions of fire
March 25, 2021
by
learuis
Fireballs! Enemies now have a flag that toggles the ranged attack behavior. At random intervals, enemies with the behavior enabled will shoot a particle representing a fireball Fireballs deal 2 damage...
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Energy System
March 25, 2021
by
learuis
Added a bare bones energy system Attacks for 3 energy Blocking costs 15 energy. Raising the shield costs nothing, but if you are under 15 energy it will auto release Energy regenerates at a rate of 0...
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Particle experimentation
March 25, 2021
by
learuis
Particles Added particle effects to enemies being hit and killed Hit is a cone that's supposed to emit particles in an opposite angle from the player, and it mostly does that... Death is a burst effec...
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Queued Actions + Aggro
March 24, 2021
by
learuis
Action Queue system Added a really basic queue system for actions to make things feel less clunky. Previously, trying to initiate an attack while you were currently swinging did nothing, same with blo...
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Good progress today!
March 24, 2021
by
learuis
Made some improvements to some backend functionality today and added some new features! State Management! Enemies and Player now use states to control their behavior Simplified(maybe) the enemy behavi...
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Early development
March 21, 2021
by
learuis
This is a prototype for a top-down side scroller action game. The movement and flow is the core of the "feel" I'm going for, I want that to be solid. After a lot of fiddling with timings and learning...
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