henke on 16/11/2018 at 05:42
Y'know, I was originally trying to make this game like way back in 2010 or something. I was making it with Flash and it was gonna be called "Coco On The Pogo", because you were a clown in it. Anyway, I sucked at programming so badly I never got very far with it, BUT I was thinking of it as a mouse-controlled game then!
My only reason for not including it yet is that I think it might be unbalanced vs keyboard/gamepad controls. Seems like you'd be able to spin way faster with a mouse, or if I limit spin-speed it feels like it'd inevitably end up being slower than the other control types, since you gotta lift up the mouse occasionally. Hmm, I'll think about it tho.
I'll probably add Linux/Mac support at some point. In Unity it's often as easy as flipping a switch, unless I have some Windows-specific code lurking in there.
henke on 21/11/2018 at 17:07
I added the ability to get back on the pogo after you've bailed off, as long as you manage to get close enough.
Inline Image:
https://www.dropbox.com/s/yzcumm9mlb7xrxi/PogoGIF-getbackonpogo.gif?raw=1But it's pretty wonky. Dunno if I'll keep it, but if I do I gotta polish it up a bit, make the transition back onto the pogostick more natural.
henke on 25/11/2018 at 10:06
I've been meaning to implement customizable controls all week but that's boooooooring so instead I decided to do something fun today.
Added a couple more face sprites to the character sprite sheet:
Inline Image:
https://www.dropbox.com/s/imybzy2dgqribou/Loretta.png?raw=1Added some code:
Code:
if (CF.xMoveDelta > 0.15f) {
Head.sprite = CharacterSprite [8];
} else if (CF.xMoveDelta < -0.15f) {
Head.sprite = CharacterSprite [7];
} else {
Head.sprite = CharacterSprite [1];
}
And hey presto, face turning is in! :D
Inline Image:
https://www.dropbox.com/s/chpnyqf5kxatbjs/PogoGIF-faceturning.gif?raw=1Details like these are often the most fun to work on, while the "boring but important stuff", like menus, customizable controls, sound and graphics settings, save and load systems are a real drag to make. I'm trying to make all that backend stuff really robust in this game so I can reuse it in later projects tho.
N'Al on 28/11/2018 at 19:39
I'd go with "roost".
henke on 2/12/2018 at 12:48
No.
Today I set up the functions for fading to new background scenery if the specified BG scenery for a certain level is different from the previous one. The game is gonna start out with the city levels, then jungle, and finally hi-tech sci-fi factory.
N'Al on 2/12/2018 at 13:38
How about "squelch"?
PigLick on 2/12/2018 at 13:43
crimp
Sulphur on 2/12/2018 at 13:44
Squanch?
henke on 2/12/2018 at 14:30
I am Google Image Searching all these terms just in case.
Please stop making me search nonsense.