Category: Uncategorized
-
GitHub commit. Note a few things going on in the gif above: When respawning, lives decrement. Wave remains the same, however. Health goes back to 100%. And while I didn’t make a gif, there is detection for when you die and have no lives left, we get a nice blinking “Game Over” screen. I’ll enhance…
-
Commit in GitHub Animator Thus far, I’ve been bumbling through animations. I haven’t really understood how they work. So, to deal with spawning, I wanted to get a little more tricky with it and try to truly figure out how certain parts of it operate. I think I have a better idea now, though definitely…
-
After one weekend of waffling about what to do next, I decided to learn more about Canvas UI and managing multiple scenes. I’m not doing anything complex, but it’s something to start with. There are two commits, but this is the primary one. The second one is merely just a bug fix (kind of). Title/Stage…
-
These enemies seem simple, but there were a few intricacies to doing them. GitHub commit for these changes. Animation State The trickiest part of all of this, and why it took me longer to do, is that the animations of these enemies should change their collider shape. It’s not immediately obvious how to deal with…
-
Paralysis resolved. Progress made. New stuff: Enemies face the player. Health drops! Note that I cranked it up to a 50% chance to capture the gif above. Enemy Refactoring My previous post details some of the analysis paralysis I was having, but I have resolved that. Here is that commit. Enemies used to do everything…
-
I’m back, an am working on a refactoring of my enemies. I only have two right now, but plan for many more, and I want whatever system I put in place to be scalable and using industry standards (as much as reasonable). I have a few goals of the refactoring: Break enemies down into components,…
-
Small update: I’ve dumped a bunch of stuff to GitHub. Not entirely sure it’s the correct or necessary stuff, but it’s stuff. It should be public: https://github.com/nyxian-luna/megaman-shooter/tree/main Behold, my mess in all its glory. Likely older stuff in this project will stay pretty disorganized and newer stuff will get progressively more organized as I learn…
-
Nothing visually interesting to show off this week since the bulk of work has been cleaning up the back-end and experimenting with Unity events. I did fix two things though: Rush now flips horizontally with Mega Man. Hmm, though now I think about it, maybe he shouldn’t since the background is moving forward… well, whatever.…
-
Not a terrible exciting update. A lot of brainstorming this weekend. Death Finally. He can die. When I thought about how to do this, it was pretty simple: just make a bunch of similarly animated game objects and send them in different directions at different speeds. It’s not an animation really, just particles flying about.…
-
I almost didn’t make a most this week because I was frustrated by the UI setup in Unity… but eventually it clicked. First I tried Unity’s official UI tutorial. Specifically, it used the UI Toolkit, which appears to attempt to use CSS-like styling and structure for UI elements. After some searching and asking Gemini, it…