Project Bolero Devlog 40
The player blocks enemy shots while the sphere is fully charged. Also pictured: some test elevator objects, some wall-mounted buttons that can be pressed by throwing spheres into them, and these two jerks who block…
The player blocks enemy shots while the sphere is fully charged. Also pictured: some test elevator objects, some wall-mounted buttons that can be pressed by throwing spheres into them, and these two jerks who block…
The new projectile attack I’m testing. Work Since Last Devlog Design So I thought more about how the game should look as a finished product, and I think I have a good enough image…
A projectile attack and HUD. Both are placeholders until I figure out what I’m doing. Work Since Last Devlog Session Management I implemented the player’s session counters (remaining lives and continues, score), the ability to…
Input mapping screen. Work Since Last Devlog Menus The input mapping screen is now functional. It supports keyboard key codes, scancodes and gamepad buttons, and the bindings take effect immediately. It’s possible to trap…
A menu implemented with the new widget system. At this point, some options are functional, but the majority still need to be connected to engine variables. Work Since Last Devlog The new widget system…
Rewriting the widget system, converting it from a pair of monolithic tick() and draw() functions, to separate source files for every widget kind. The menu on the left is running on the old widget code,…
Working on actors being able to trigger scene transitions. In the case of these doors: when no scene trigger is defined, they change their animation to reveal only a brick wall behind them when opened….
A visualization of a navigation layer used by the platforming and collision detection modules. I realize I haven’t really shown much footage of the engine as it is, so I uploaded some clips to Twitter…
Testing camera zones with different scrolling rules on a test map. Work Since Last Devlog Mapping Figured out how to make a Tiled tileset as a “Collection of Images” so that spawnpoints can have proper…
Testing LÖVE / OpenAL Soft audio effects, for which I don’t have a good in-game screenshot to demonstrate, so here’s a pic of an XMPlay spectrum visualization of the output. I uploaded some audio to…