Finally got over myself and got in there. Re-did input (thanks to the brilliant Input library by Juju Adams, Alynne Keith and friends) and started working on the menu. Along the way I also added proper mouse and keyboard support.
It's not pretty, but it's honest work.
#GameMaker
Pretty much done with the UI for now. Everything that needs to be there is there, including the ability to restart the game.
Some more gameplay stuff next. I'll probably play around with the laser, I want to see how it feels if it can be farther away and speeds up
#Gamedev#GUI
To start off the weekend, I finished the timer and decided to have some more fun with shaders.
"Painting" metal continues to elude me and I stumped myself again on a completely trivial color mixer shader, but I'm very happy with the end results.
#GLSL#GameMaker
@Weston_Mitchell It feels like we're wasting real estate just because we can. I know it's not completely true and not completely fair, but it FEELS like advances in hardware are getting squandered at many studios. Sort of makes you year for when every trick in the book was used to squeeze the tec
Record keeping and score calculation is now fully working and done.
It's back to work for me today, so only a tiny step forward, but still. Enough tiny steps make a full game in the end. Time for the next small step!
#indiegamedev#WitchyTower#GameMaker
Alright, pretty much down with the combo meter now, I only need to tally the score once the combo is dropped. Shaders are fun if they aren't making me despair.
I'll do some more tweaking at some point, keep the numbers from going outside the screen at combo-length 100+
#glsl
Alright, scaling and colors are working. Next I'll have to figure out the "hourglass" shader for the combo meter, how to combine it with the color shader, and then add a little bit of dynamic animation to the meter.
#GameMaker#shaders
Even on the last day of the year, I must gamedev.
Placeholder fonts aside, I've pretty much reached what I want to do with the score card now. I'll probably do score calculation and combo tracking next.
#solodev#gamedev
And the blast-off cloud, also added based on feedback.
This pretty quick and fun, even though there's a fair bit of trickery involved because Kesselina moves so fast when blasting off.
#gamedev#GameOver
Finished the getting-knocked-out effect and added a flash based on suggestions from here. The original suggestion was for a sort of "slash", so I kept experimenting and eventualyl landed on this glint/star-like thing.
Now to make the smoke-trail!
#indiegamedev#pixelart