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TheGorondorf
I like making the pixel squares and drawing the things for the games.

Age 27, Male

Joined on 4/8/12

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Baldomero's Ballad Update Super Turbo Championship Edition

Posted by TheGorondorf - 1 month ago


Hi there folks!


I'm back full time with Baldomero's Ballad as promised previously, and things are going very very swell! I have a lot of new small and big things implemented now (screen shaking, damage, enemy death effects, subweapon spawn boosters, Eyecoustic working wonderfully now) buuuuuuuuut I don't want to show it to you because I'm pouring extra effort on one thing I want to add out of making the game as accessible to people as I can: remappable controls!


Now, I don't know if you know how hard it is to implement custom key input in your game. Spoiler: it's a nightmares on Construct 2. But after digging some tutorials and forums I found an """""""""""""easy"""""""""""""""""" method to do so via keycodes and global variables.


This will take me either a couple of days to figure out so as to not make the things that work great go boom or I might just wake up tomorrow and say "ah, of course, just do this" like I've been solving most of the problems I've been facing while making the game so far.


Adding enemies is no longer a challenge unless they require some bit of AI behavior to track the player's movements (remember me this next time I complain about it once I get there), so I'm going to work extra hard on having the custom controls ASAP.


iu_1181780_4097402.pngiu_1181779_4097402.png


(Couple of screenshots just because I like showing something aside from text in these things, try to guess the new things added since last time)


And that's it for today, next time I'm hoping to share with everyone the custom key input thingy.


Have an awesome weekend!


-Ray


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