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Member Since 16 Oct 2013
Offline Last Active Today, 04:50 PM

Blog Entries

Week of Awesome III > Day 7 - Final journal entry

Posted 16 August 2015

Right, so there wasn't a Day 6 part 2 -- when I was finished for the day I was just too tired to spend time writing a new journal entry.
After some nice and very needed sleep, the final day was upon us.

Today was pretty good. Managed to get all the things done I wanted (new animations, add new level with new mechanic, add sounds, fix a lot of bugs, do s...

Week of Awesome III > Day 6 - Part 1

Posted 15 August 2015

There might be a part 2 to this later on, not sure how late I'll stay up working on it (it's already 2:30 AM).

So today was fairly good. Managed to clean up a lot of code and issues I had, while allowing new levels to be set up more quickly. As a result, there's now 2.5ish levels in the game. The final level is wanting some new features which I really wa...

Week of Awesome III > Day 5

Posted 14 August 2015

Making levels for this thing is difficult .

Added some music to the game.
Made the level pieces swappable based on input, instead of being hard coded.
Started adding new animations and fixed a bunch of minor bugs.
Started work on criteria for swapping level areas and for level completion.

Spent hours and hours on designing levels, with nothing really wo...

Week of Awesome III > Day 4 - First playable

Posted 13 August 2015

So today most level art got an upgrade. I also added ladders and made you able to climb them, and adjusted some camera settings.
I still need to constrain the camera to not display things outside of the level, but that'll be looked at during the weekend -- along with loads of other issues and content adding.

I've uploaded a FIRST PLAYABLE version. It's...

Week of Awesome III > Day 3

Posted 12 August 2015

I got the first placeholder animation today, which I added. Currently I'm using the same one for both movement and idle, and it's very likely to see some upgrades in the future as we polish the game before submission.
I also worked more on the level swapping mechanics mentioned yesterday, adding some effects to it and actually testing it for the first tim...