Saturday, April 19, 2014

A Better Day After #4 Mini update

Reworked the tile size of the terrain and fixed up some position issues with the bullets. Also, added some particles.

Thursday, April 17, 2014

Smart tiling =)

Hooray for open source tools!
I've been painting the edges of terrains for my projects manually, so I'm glad I finally checked out what the Terrain Tool in Tiled Editor offers.

This ought to make my life a little easier.

The official tiled tutorial can be found here: https://github.com/bjorn/tiled/wiki/Using-the-Terrain-Tool

Minor update

Basic shooting controls. Setting the right offset on the sprite for the firing point is a pain >.< More visual feedback to be added soon.

Saturday, April 12, 2014

A Better Day After: Basic Controls

Here's a basic test for the controls of the character. I'm still working on his other moves, such as actually firing and tossing his weapon. The main aim is to provide smooth and responsive controls -so expect the later updates to feature the player diving and gunning down enemies before sliding to the nearest cover!

Jumping, sliding, diving

Tuesday, April 8, 2014

Sunday, April 6, 2014

Mark Gor Awesomeness

Over the past week I've been working on Futile Hunt - is what I would say if I've kept to the initial design I had in mind for the project. Instead, the project vision has undergone a radical change, and also a much needed re-factoring of the code base. Much time (that is, time not spent in the army; and time not spent watching The Golden Girls) was spent making everything more event-driven. I'm glad to say that the code seems cleaner and easier to work with, and isn't quite the tangled mess of dependencies as it was before.

I've renamed Futile Hunt to "A Better Day After", and my goal is to induce the feeling of badassery from a John Woo epic. Like so. Or so.