Monthly Archives: September 2015

September 29th: A Stone’s Throw

Spent some time roughing out the default behavior state for the stone throwing version of the basic enemy type. Mostly it’s just standing in place and watching for the player, but I also went ahead and kept in the basic … Continue reading

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September 28th: Knockaround

Been a few days. One of those days I skipped because I did the weekly devblog, which covered that day as well, and the other I skipped because I was too tired to get anything done. Anyway, still didn’t get … Continue reading

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September 25th: Hurt

Was stressed out today so I just created one frame for the getting hit animation. Not sure if it will need any more than that, since it’s mostly not going to be shown for very long.

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September 24th: Shaky

Got the alert animation reasonably finished. I tried to make it seem like it was shaking with excitement/fear/adrenaline, but not sure how great the overall effect is. Still, I think it’s better and more interesting than not having the effect, … Continue reading

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September 23rd: Alert 2

Added a few more frames, the animation’s starting to shape up. Need to add a couple of interstitials, then tween between all the frames for a decent framerate. Probably in between I’ll try to add some more flourishes to it … Continue reading

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September 22nd: Alert

Made a few frames for the new alert prototype animation but didn’t finish it. Probably tomorrow. Probably going to need to focus a bit more on making money for the rest of the week after that, but can get the … Continue reading

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September 21st: A Little Breather

Added a bunch of frames to the idle animation to give this character some life. It’s actually weirdly hard to make an animation look smooth when the movement is this subtle: I had to be very careful not to move … Continue reading

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