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(+2)

Day 8 and I'm a little behind schedule now. I was affected by the Rogers internet outage in Canada so I couldn't post any update. It also forced me to move my schedule around a bit.

Yesterday I was able to fairly easily create my powerups and add a mana limit to spells. I also made it so an item has to be picked up to unlock the heal beam. After that I tried to get a head a little bit and worked on creating a Start Menu, Game Over screen, and a way to restart the game. All of these were easy to implement, I just learned how to do all that in the Unity tutorial I've been doing on the side. I ran into a game breaking bug when I tried to put in my code a way to pause everything once the Game Over was triggered. My Editor kept crashing whenever I tried to run the game.

This morning I fixed it, I was using a "while" statement when I should have been using an "if" statement. All of my time today was taken up by working on animations. I kept running into issues and having to do research, as this was my first time having to actually make animations. I started to hit a rhythm this afternoon and was able to knock out the animations for my player, basic monster, and Ally. I also added background music and some sound effects as well. 

I had hoped to finish building environmental hazards and spawning waves of enemies today, but it'll have to wait until tomorrow. I also need to figure out how to flip my gameobjects without flipping their attached healthbars.


(1 edit)

If you still need it, you can flip them with this method:

    private SpriteRenderer mySpriteRenderer;

void Awake()

{

             mySpriteRenderer = GetComponent<SpriteRenderer>();

}

if (Input.GetKeyDown("A"))

        {

            mySpriteRenderer.flipX = false;

        }

        else if (Input.GetKeyDown("D"))

        {

            mySpriteRenderer.flipX = true;

        }

Unfortunately my Sprites are actually several separate objects with separate renderers. I'm sure I can find some code somewhere that allows me to place the healthbar in a location referencing the camera versus object position, but that's going to be later in dev.