I've always been a fan of platformers. Thinking there's no reason that can't work in a rhythm-based game! Reworking movement to support a few movement abilities, come check it out:
I've always been a fan of platformers. Thinking there's no reason that can't work in a rhythm-based game! Reworking movement to support a few movement abilities, come check it out:
System timing for audio in Unity can be a bit tricky. Critical in rhythm-based games though. Today I'll be working with that system to iron out timing kinks.
System timing for audio in Unity can be a bit tricky. Critical in rhythm-based games though. Today I'll be working with that system to iron out timing kinks.
Mechanically HNE is a turn-based game, but we still need to support multiple transitioning states, where multiple units may apply affect one state of a single unit within a turn.
This change should knock out a few persistent bugs. Let's go!
Mechanically HNE is a turn-based game, but we still need to support multiple transitioning states, where multiple units may apply affect one state of a single unit within a turn.
This change should knock out a few persistent bugs. Let's go!
Continuing with abilities in Hear No Evil. Wild thought, why don't we use the trigger / action pattern to extend customizability to the community! Come check it out:
Continuing with abilities in Hear No Evil. Wild thought, why don't we use the trigger / action pattern to extend customizability to the community! Come check it out: