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Showing results for tags 'mlp:sh'.
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Hmm.. so after few days of wondering on how things will work like, I think the pause menu will look like this: Of course the ABCDEF thing will be replaced by proper description of highlighted option/item/spell. What these below spells are? These determine the spell's tier. Basically you'll be able to improve them along with progress, sometimes it will be a slight change, sometimes a major difference in behavior and whatsoever. To give you an idea on how more or less it will work like, here's the table I've prepared for the basic spell: is TIER I is TIER II is TIER VI -and if someone is wondering what "A-F SPD" means, it stands for Auto-Fire Speed. This spell doesn't have auto-fire, hence [ - ]. This is what Element of Laughter specializes in, for example. Anyway, as you can see, not much changes there, as basically it's a 'default' spell. It gains damage, speed and size, but still behaves as a normal straight projectile. Note, that things may be changed in the future, as I suspect I'll keep re-balancing things over and over again along with progress (development-wise). I probably won't be updating this, nor posting more tables, because nu spoilers for you. It is meant to be discovered on your own. Thank you for visiting!
Hello everypony! Finally the HUD has been reprogrammed! ~And length of the HP bar increases along with maximum HP! For some reason I always like that little feature in games, because that makes increasing max HP more interesting --- especially checking if you can go off-screen with this. I thought it all will take few hours, but it ended up taking two days, heh. Why it took so long? I had to replace most of the HUD graphics in game files and reprogram the HUD in general, mostly spell icons, due to their new switching animation. I also have optimized the code, now it's shorter, organized better, thus more efficient & readable. I also have added some script functions that will come in handy when programming features in the future. ...Also I discovered, that previously there were two typos in the code. It wasn't a big deal, as things still worked in the end without crashing the game, nevertheless it's of course better to not have any of this floating in the code. I guess this design will do, at least for now. And as always, thanks for visiting!
Hello everypony! It's been a while, hasn't it? Last year turned out to be kind of busy for me, but hopefully this one won't be like this! I've been wondering on which project I should be working on and to this moment I have no idea. I've decided to poke this one first, but I think I may be switching between this one and MLP: The Game, as I'd really love to get these two done. My priority project will always be the first one I have ever started - MLP: The Game, but it's good to work on different things once in a while to avoid getting bored. I'm also having 999 other ideas for games and I'm trying my best to not distract myself with these. Okay, so let's get to the point. Mooooonths ago in one of the updates, @HereComesTom mentioned moving things in HUD: For a reference, here is how it looked like so far: The 'mana bar' he mentioned is the energy bar with Elements of Harmony seen to the right. For me it looked fine as it was, as I kinda didn't want to throw everything into one corner... until I realized how inconvenient it was in practice. You see, switching spells was confusing when these were on the right side, due to the order of them appearing mirrored. I thought players will eventually get used to that, but I couldn't really get used to it myself. Switching spells wasn't a big issue, but whenever I looked at HUD, it was confusing me. The order of icons wasn't really readable and I imagine it could get worse when more spells would become available. There was one thing I was sure of... That these have to be on the left side. So today I've been working on redesigning the HUD ... the whole day. I was moving things around and finally came up with this: SOME OTHER CHANGES I'VE MADE: - HP bar is now thicker, because I wanted to make it stand out more, to make it more noticeable even without really looking at it. - HP bar's length now grows along with maximum HP. - Spell icons have less details in order to save some space and make the HUD less spammy. - Spell icons have thicker energy bars, because I removed the long energy bar and used numbers only. I wanted to give those little bars more highlight and make these more readable. ...Though I had a feeling, that something was wrong. It seemed so... clogged. One of my fellow devs suggested me this: ---and that made me realize, that it's all messy indeed. Colorful bars and icons, big numbers-- all over the place, yet so close to each other. So I got to this again and decided to get rid of some details, as well as using smaller numbers to make it all look neater: Now only HP has big numbers, as it's the most important part of the HUD. I think it looks fine now, though knowing me, I'll probably end up redesigning it over and over again along with development. I was also thinking of something like this: --- buuut decided to have it all in one place. What are your thoughts? And as always, thank you for visiting!
Hello everypony! I've made some very little, tiny progress. I plan to implement slopes for more natural looking environment, rather than have a completely blocky world, where you need to jump all over the place, even on stairs. And possibly few other features... For that, I had to improve the coding behind the whole movement system first, optimize it a little, fix some minor imperfection related to collision, reprogram it to use more variables, that I'll be able to manipulate etc. etc.. While the main plans are still before me, I've added a little detail, making sinking more accurate. Obviously, Twi's head is lower when she's ducking, so it felt kind of weird still being able to breathe while having her head submerged. But not anymore! And better don't idle in there! Though I wonder if preventing her from sitting down while in water wouldn't be better. Though it's so cute, that it's worth sinking! Either way, after I'll be done with movement, I'll start working on the Ponyville. I've made a plan for the layout, I'll be working on the graphics and whatsoever next. This is what I have now: Not sure of that design to be honest; We'll see. After the Ponyville will be ready, I might release a playable alpha demo without any objectives - just to let you see how the game plays etc., if anypony would be interested, that is. I hoped to make much more progress, but I have tough times at work this week. It takes almost all of my free time, due to working for ~12-13 hours/day. Better luck during weekend hopefully! Thank you for visiting!