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Project: Demonic Hunter
Project Started: 16th October, 2009 Last Update: 2nd March, 2014
Project Owner: Kamukoira Project Members: Kamukoira Gokotti
Project Type: Actionpacked Castlevania stylish platformer Project Progress:
More Info: http://www.demonichunter.com


 

Public Forum ::. Short status updates
 

Posted By Message

Kamukoira



Registered
  15/07/2005
Points
  415

I am an April Fool
20th October, 2009

Created this topic for smaller status updates which are too small for my taste to deserve a real devlog post in the front page. These are going to be like tweets in Twitter but little more longer, constructive and might include some pictures etc but nothing big like videos.


 
ex. Kraton

Kamukoira



Registered
  15/07/2005
Points
  415

I am an April Fool
20th October, 2009

Okey, let me give you the first status update: I am currently working on in-game menus. I have really never been so comfortable with in-game menus and that's why when you look at my previous games, there aren't really any bigger in-game menus out there. And now, I am doing the biggest in-game menu in my life, with lots of option, weapon selection and extensive encylopedia with tons of information... But no worries, I've been doing it for some time now and it's progressing quite nicely. No real issues anywhere by far, the most of the time I've been thinking "How I'm going to represent weapon selection?" and other similiar problems.

I'm thinking about finishing the in-game menus in couple of days, I expect to start drawing, animating and coding enemies at the end of the next weekend. The in-game menu is in fact quite big task to do and with this scale it isn't really one night job.

Thanks for listening, cya later

Kamukoira

 
ex. Kraton

Shiru



Registered
  19/05/2009
Points
  228
21st October, 2009

Good to hear. You may draw the menu first (on paper) and then you can do it (on computer).

 
n/a

Kamukoira



Registered
  15/07/2005
Points
  415

I am an April Fool
26th October, 2009

I fixed all bars etc to work properly. I made health and spritual energy bars with active system boxes and that's why I'm able to add some fancy graphics into them. When you look at the HUD/GUI, there is really three different counters(done with ActiveSBoxes): one numeral and two bars. The numeral is for the super attacks, the red one for health and the blue one is for abilities like superjump and warp so it won't be possible to warp all day long. The blue one is also for some weapons like UV-light cannon and scythe as well. I did this to prevent spamming these strong weapons.

Now I FINALLY have time and it is the right time to focus on enemies when rest of the game is functioning as they should.

Kamukoira

 
ex. Kraton

Shiru



Registered
  19/05/2009
Points
  228
30th October, 2009

Nice to hear. You work fast. When have you started the project ?

 
n/a

Kamukoira



Registered
  15/07/2005
Points
  415

I am an April Fool
30th October, 2009

I started the project about a month before I published it here. So the speed is overall quite average I think. Things get done fast when you know what to do and how to do it.

 
ex. Kraton

Shiru



Registered
  19/05/2009
Points
  228
30th October, 2009

Only a month ? Impressive.

"Things get done fast when you know what to do and how to do it. "
100 % true.

 
n/a
   


 



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