APEXICON - Puzzle RPG - DevLog - Kickstarter FUNDED

Show us your works in progress and request feedback

Post » Sat Nov 02, 2013 7:10 pm

HOMG It's a new gif.



Damage numbers are working, as is the cursor now when I load it up, haha
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Post » Sat Nov 02, 2013 8:36 pm

Buddy, you seem a bit too enthusiastic... >_>
I mean, 3 posts a day? I'd have edited them together.
/no offense meant
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Post » Sat Nov 02, 2013 10:42 pm

I understand, but I have to keep working at a rapid pace to develop what I want. Plus it's really fun to see how it is evolving!
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Post » Sun Nov 03, 2013 1:34 am

http://www.youtube.com/watch?v=wiX598R3OIo

Video is up!
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Post » Mon Nov 04, 2013 6:12 am

Got a big one for ya:

Ashodin2013-11-04 06:12:43
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Post » Tue Nov 05, 2013 10:49 pm

So our biggest challenge lately has been fixing the combat to make sure the skills work as directed. With Sharpened Wit, I'm REEEEALLY close to fixing the bugs like the letters not moving as they fall, etc.
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Post » Wed Nov 06, 2013 9:21 pm

Whew, last night I figured out how to fix Sharpened Wit, and it's coming along swimmingly now.
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Post » Wed Nov 06, 2013 11:17 pm

All I've seen from a lot of your posts are blatant attempts to bump you back to the front page. I mean, you figured something out and it's coming along swimmingly now.... No details on what was wrong or how you fixed it. Why don't you just start a blog?
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Post » Thu Nov 07, 2013 7:15 am

[QUOTE=procrastinator] All I've seen from a lot of your posts are blatant attempts to bump you back to the front page. I mean, you figured something out and it's coming along swimmingly now.... No details on what was wrong or how you fixed it. Why don't you just start a blog?[/QUOTE]

Well I'm hoping to stir conversation with gents like you, of course!

And I already have a blog on my site, but this is for Construct 2 people so they can see what you can accomplish with the creator.

If you want particulars, I can give them.

So Sharpened Wit was all implemented through events that were set up as:

If WEAPON=PENMER

    T1=E
    T2=E

and so forth, and it would change the letters on the board to be "powered up".

My problem I was having recently was that the letters would drop as planned if you avoided using them, but they would "reset" the letter back to being non-powered up.

What happened to fix it was to create a separate sprite that keeps track of what states all the tiles are in, instead of just creating a global variable for each (and in fact, I already have for the base tiles). Doing that allow me to configure "switches" that the game would "flip" if the letter in the tile was consistent with the letter being powered up before it (as it was meant to happen).

Thus I fixed it, and now it works swimmingly!

I'm sorry if you think I'm spamming. I'm just updating.
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Post » Thu Nov 07, 2013 7:47 am

[QUOTE=procrastinator] All I've seen from a lot of your posts are blatant attempts to bump you back to the front page. I mean, you figured something out and it's coming along swimmingly now.... No details on what was wrong or how you fixed it. Why don't you just start a blog?[/QUOTE]

I believe any moderator would've taken care of him a looooooooong time ago if there was any issue. At least this guy stays motivated and humble no matter what the crowd throws at him.

On-topic: I saw Apexicon on Steam Greenlight a few days ago and I had a slight flashback, quickly remembering that the name sounded familiar... and here it was! Best of luck to you, pal. I can see myself in your shoes in the near future!

Now all I need to do is push ahead of the game development's version of "friend zone" - the concept zone.
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