Hey Guys,
This week there have been a couple of things going on. For Clash, the game now pauses itself when you close the lid of the DS. This is something that should be standard in all DS games in my opinion, so it's good to have it in.
In addition to that, I'm part-way through adding all four aerials to the game as I write this. For the time being, there will be some dummy animations for some of the characters, but we'll fill those out over time as our awesome spriting team (right now pretty much just Gokudo) gets around to it.
On a slightly more ambiguous note, Range and I have started planning for a new game which we're going to make for as a primer for the game that I previously hinted at back in October last year. It's a completely standalone game but will help us learn how to develop for the platform and we'll hopefully have all of the planning done soon so that I can get into the final stages of preproduction.
Also, pretty much all of the other projects I've hinted at over the course of my blog are still in the works, however projects that I don't mention often are developed more... sporadically than I would like given the time.
Until Next Time,
Swifty
Showing posts with label MysteryGame. Show all posts
Showing posts with label MysteryGame. Show all posts
Monday, April 18, 2011
Saturday, October 16, 2010
Week 4 - Down A and Dash Attacks
This week I finally got the Dash Attacks working for Clash, and followed it up with working vA attacks. There'll be a playable test up for the members of the Clash forums soon, but for everyone else, you can have a look at the attacks in action here.
I'm still not sure what attack I should program in next. Comment on the post if you have any preferences, otherwise I think I'll lean towards ^A for the next one.
I think I should also mention before I go for this week that the concept art from last week was drawn by Range from the SSB Clash team, and we're still in the very early concept stages.
I'm still not sure what attack I should program in next. Comment on the post if you have any preferences, otherwise I think I'll lean towards ^A for the next one.
I think I should also mention before I go for this week that the concept art from last week was drawn by Range from the SSB Clash team, and we're still in the very early concept stages.
Friday, October 8, 2010
Week 3 - Early Edition
Hey guys. This week's post is early because I'll be pretty busy throughout the rest of the weekend.
This week I've managed to set up the Team Match system correctly for every conceivable gameplay mode. Team Attack is always on by default, though I suppose I should also add an option to turn it off. The only thing left to add is the ability for users to change the team mode on, and to change the teams at will. That will probably be finished rather soon. Currently, the teams for Classic Mode are working well, leaving only the Master Hand battle left to program before I feel like I can really call it a worthy classic mode.
I've also changed most of the code I added back when I first made stock mode to make it run smoother and to allow easier loops (both to write and process). It's not a change that most people are likely to notice, but it will make adding new modes a lot easier.
Team Matches took up most of my time this week, so that's pretty much all I got done on Clash, excluding a couple of bug fixes.
To round out the week, I have one piece of concept art to show you from an as yet unannounced game:

(God, how many games can I possibly be working on at the same time?)
Until next week,
Swifty
This week I've managed to set up the Team Match system correctly for every conceivable gameplay mode. Team Attack is always on by default, though I suppose I should also add an option to turn it off. The only thing left to add is the ability for users to change the team mode on, and to change the teams at will. That will probably be finished rather soon. Currently, the teams for Classic Mode are working well, leaving only the Master Hand battle left to program before I feel like I can really call it a worthy classic mode.
I've also changed most of the code I added back when I first made stock mode to make it run smoother and to allow easier loops (both to write and process). It's not a change that most people are likely to notice, but it will make adding new modes a lot easier.
Team Matches took up most of my time this week, so that's pretty much all I got done on Clash, excluding a couple of bug fixes.
To round out the week, I have one piece of concept art to show you from an as yet unannounced game:
(God, how many games can I possibly be working on at the same time?)
Until next week,
Swifty
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