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We moved to a new site – head over to www.SharkArmStudios.com and check us out!
The reason I haven’t updated our devlog for a while is because I haven’t really been doing anything interesting with the game. I have been going through trying to fix all sorts of bugs and memory leaks that I found. And then I kept finding more and more and I realized that the whole framework of the code wasn’t as good as it needs to be. Since I used the original code from Bravehorse it was not set up for a project as large as the one we are trying to make. So I figured the best thing to do in the long run would be a total rewrite of the game. I will however use the sections of the code that I still think are good so it will go a lot faster than before (I hope).
-HandCraftedRadio
I have finished up most of the tile editing portion of the level editor. All that remains for that now is to allow the user to add in enemies, powerups, and triggers. There will also be a background editor but I haven’t decide if exactly how it is going to work. Lately I have been going through code cleaning it up and fixing glitches. I also found a number of memory leaks that I was able to fix, but I’m still working on one really annoying one that occurs when loading a level. I also had to go back to the annoying platforming code to fix up the slants on the top which I found some glitches in. That required a lot more work than I would have liked and its not even completely how I would like it, but its good enough for now. I’m going to be adding in some more fun things like the cool enemies caliber9 drew that are waiting to have life breathed in to so that the player can take their life away with Bravehorse’s sword. Currently working on the AI for the bug monster which will be seen in the cave beneath the smog tower.
-HandCraftedRadio
Well, I have the basics of the level editor done. Saving/Loading levels of different sizes, opening different tile sets, and drawing the tiles to the map. Here is a screenshot of the level editor, as of right now, along with Caliber9’s sweet looking cave tile set:
Next I have to add in the actual tile types for each slope. Then I’ll have to add in support for adding in enemies, powerups, triggers, and those kinds of things. Keep checking for updates.
-HandCraftedRadio
I decided to completely rewrite most of the platforming engine that I used in Bravehorse. The Bravehorse system was not tile based which worked fine for that game since we did not need any slants or slopes, but we wanted slopes for Torpedo so I had to change it to a tile based system. So for the past week I have been working on the system, with most of the time spent on adding in the slopes and finding and fixing glitches. And now I am happy to say that it is completely done, we now have a good tile system with slopes and ramps (making it easier for handicap characters to navigate throughout the game).
I’m now going to work on making the level editor and then next up is improving the combat system.
(We’ll try to get updates at least once a week from now on.)
-HandCraftedRadio
Development has been going slow recently due to my laptop constantly overheating making it impossible to work on the game with. Not much new art either due to Caliber9 in the process of moving. I have been able to work a little bit on my desktop computer though and was able to add in a trailing effect. Currently I’m working on adding in scripting for the cutscenes. Development should resume to normal speed soon though, if my laptop gets fixed…
-HandCraftedRadio
Everyone say hello to Wyre, one of the main characters of the game.
-Caliber9
Our First Update, with a level mock up.
Here you can see two of the main characters (although they still may go through some changes before the final version) along with one of the main bad guys in the game. HandCraftedRadio has been working hard in putting together the editor to create tiled ground just by clicking and dragging and he has the parallax scrolling already down and it looks pretty cool. Keep watching for updates.
-Caliber9