![]() ![]() Remember our ".data" file? That's actually a data.win file wrapped in extra lines of data. Hyper Light Drifter was made with Game Maker, and generally games made with this engine have their data stored in a "data.win" file. We hope we can produce some nice new content for you this way and also push the game towards the demo.If you don't care about them not being organized, then you don't have to read any further if you don't want to because I'm gonna cover the harder way next. Over the course of the next week we will be at CrossWeek, where some of our team members meet to work on CrossCode all day, no distractions. From now on we probably will bake the game more often to ensure everything works fine and we don’t end up with millions of problems when we actually want to release the game.Īaaaaand that’s it for this week. In the end we fixed a lot of bugs and got a version of the game that runs as smooth as the developer version. But we extended the process to also include a more advanced type of obfuscation via Google closure compiler, which has the tendency to break things…Ĭlosure Compiler has some advantages, such as a type analysis that actually helped us spot some errors today. This is a feature available in impact.js by default. Well, baking is the process of merging all the game files together into a single compressed one. Some of you might wonder what we mean when saying “we baked the game again”. Of course these are just placeholder graphics but we hope they give you a good look at some interesting battle situations. ![]() Check out this GIF for a “homing ball”-type shot by the large turret: For this purpose we also created new types of balls. Well… it WAS complex to animate, and it worked! Future animations will be at least as awesome as this one, promised! Tutorial Bossįor the training session with captain Jet we mentioned in CrossUpdate #43, we added a special type of turret enemy, that will teach you how to aim better and use bouncing balls to your advantage. He then moved on to create something more mature: It is also a bit faster than it actually is. ![]() We scaled the GIF down a bit to reduce the file size. Since an animation editor is nothing without an actual animation he created some… interesting animations. With this editor we simplify the process of creating complex animations, so we don’t spend huge amounts of time fiddling around in JSON files for every big boss………!įelix used a rather funny placeholder enemy you might already have spotted on his Twitter account. Drag-And-Drop entities and sprites for positioning.inspect and play/stop animation via timeline. ![]() creation of sub-animations per sub-entity.creation/deletion of multiple sub-entities.So, let’s summarize some features the editor has: Lastly we baked the game again, which is kinda like creating a release version.įelix finished the animation editor and even gave it some polish (we can’t resist, sorry :P). We also started implementing the new tutorial boss enemy and added some nice new ball effects. We finished our editor for animations and have some more or less interesting animations for you. Alright, last update before the CrossWeek! ![]()
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