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Wednesday, May 28, 2014

Gushing About: Glover


     If you remember this game, give yourself 10 cool points. I assume you grew up in a time where Pokemon was the greatest thing ever and Spongebob was actually funny. Glover is a pretty obscure game by good ol' Hasbro and is responsible for numerous nightmares and impacting my imagination. to find out how and why, read on below.

Tuesday, May 27, 2014

Further Combat Improvements


     Something I'm adding to Unicorn quest before the next video is a satisfying critical hit indicator. With every hit on an enemy there is a small chance of your attack doing double damage. When that happens I'd like there to be a little action popup over the enemy that says "Critical Hit!" and vibrates. There's also the issue of deciding how leveling up should look.

Monday, May 26, 2014

Restructuring Spell Code


    It was a thought in the back of my mind but the consequences are coming up. I coded the spells' stats inefficiently by making them all share a single set of variables that change every time you switch. This allows a glitch like this: shoot a blast spell, switch to pyre as it's flying, blast does pyre damage. So instead of that mess I made it so each spell keeps track of it's own stuff when it's created.

     I use a few arrays (boxes where I can manage sets of data) now instead of variables. Those arrays switch spots when spell slots do and this way I'll have something constantly keeping track of which spell has which stats and upgrades. Now the spells can figure out how much damage they're supposed to do when they pop into the world.

Sunday, May 25, 2014

Making Upgraded Spells


     I'm still working on all the kinks for the upgraded spells. Some are complex, others are just bigger sprites & collision boxes. So I'm going to jump back to work on all those. I want to finish them all today! This is one of my bigger milestones on my list. Having it crossed off will do wonders for my morale. It'll also look really cool in the next video.