BlasterMax

BlasterMax
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Tuesday, 24 April 2018

Small tweaks


This week I've been working on some small tweaks and fixes for the current game, so it's another short update for today.

I wasn't 100% happy with the control scheme, so I made a few alterations that make it easier for the player to move and shoot. One of these changes was to fix a bug that kept resetting the firing direction to straight up when you stopped moving, so the player can now stop and keep firing in the direction they last moved, which should make hitting enemies a bit easier. I've also spent some time refining the collision detection for all of the objects, especially the spinning knives as they kept getting stuck at the edge of the screen.

I'm still thinking of doing these updates in video format, but this one was such a short update (and I currently have bad cough) so I didn't think it was really worth it. The first video will likely be a walkthrough of the gameplay from one of my previous games, either Retr0ids or Hyper-Galactic Spiders from Mars.

Tuesday, 17 April 2018

Levelling up!



It feels nice to be back working on my game again!

Only a short one from me today as I'm still picking up the pieces from the aborted house move. I'm still very early in the development process for Monsters, but things are progressing nicely at this stage, which is usually the point where it goes wrong and I end up shouting at the PC, hehe! All the keyboard movement controls are in for the player, and the game has two levels, two basic enemies and two demon types. Basically I've got a fully playable but very short game that's lacking sound effects and a high score, so now I need to start fleshing it out.

In other news, I'm toying with the idea of doing these dev updates in video format rather than just typing them up on the blog. I feel it would be a good idea to actually demonstrate the games in action and talk the viewers through some of the gameplay, so it might be something I can explore later on.

I'll keep you posted.