Developer of "Joyn and the Bandit's Bauble".
Also, added a Preview Bar that shows the character's animation progress. I might add some more stats as well, for later.
Also, added a Preview Bar that shows the character's animation progress. I might add some more stats as well, for later.
1/2
Minor improvements to the menu, using a dropdown menu for Skills/Characters, and adding deletion functionality for dragging Scroll Pieces away.
I hope you guys still like seeing this stuff.
1/2
Minor improvements to the menu, using a dropdown menu for Skills/Characters, and adding deletion functionality for dragging Scroll Pieces away.
I hope you guys still like seeing this stuff.
By placing multiple Katas after a Motion Scroll-Piece, you can blend them all together into a single walk cycle, leading to amusing results.
Likewise, by adding multiple Katas after a Strike Scroll-Piece, you can perform multiple attacks in sequence!
By placing multiple Katas after a Motion Scroll-Piece, you can blend them all together into a single walk cycle, leading to amusing results.
Likewise, by adding multiple Katas after a Strike Scroll-Piece, you can perform multiple attacks in sequence!
Had an issue that I managed to fix, where Animations would blend additively when you combined them, instead of evenly blending them together.
It was too funny not to record first, though... Slenderman ass ability. I might add it later as an explicit ability, though.
Had an issue that I managed to fix, where Animations would blend additively when you combined them, instead of evenly blending them together.
It was too funny not to record first, though... Slenderman ass ability. I might add it later as an explicit ability, though.
1/3
Skill Previews and Altered Moves are now working! As such, you can now enhance the Motion Scroll Piece with the Default Intro Kata in order to perform the rare and highly dangerous Griddydashing maneuver.
(More gifs after this!)
1/3
Skill Previews and Altered Moves are now working! As such, you can now enhance the Motion Scroll Piece with the Default Intro Kata in order to perform the rare and highly dangerous Griddydashing maneuver.
(More gifs after this!)
Okay, two onion sandwiches, a two-liter of off-brand Mountain Lightning™ a Venom Original, a bowl of grapes, and a lot of me laughing and muttering "you little fucker" later...
You can now MAKE an attack, then have that attack WORK, and also PREVIEW it.
Okay, two onion sandwiches, a two-liter of off-brand Mountain Lightning™ a Venom Original, a bowl of grapes, and a lot of me laughing and muttering "you little fucker" later...
You can now MAKE an attack, then have that attack WORK, and also PREVIEW it.
Lots more work done on the custom skills. Previews, Menu Changes, and some new sprites and art for em.
Lots more work done on the custom skills. Previews, Menu Changes, and some new sprites and art for em.
1/2
Yet More work on the Custom Skills UI. Got Rearranging working again, among other things. We're getting close to being done with the UI and being able to move on to the fun parts.
1/2
Yet More work on the Custom Skills UI. Got Rearranging working again, among other things. We're getting close to being done with the UI and being able to move on to the fun parts.
More work done on the Custom Skills UI.
🤡I forgot how badly I programmed my core UI system
More work done on the Custom Skills UI.
🤡I forgot how badly I programmed my core UI system
Lot of work left to do on the visuals and mouthfeel, but at least now I have *something* to make different Katas visually different at a glance.
Lot of work left to do on the visuals and mouthfeel, but at least now I have *something* to make different Katas visually different at a glance.
1/?
Oookay, we've officially crossed the rubicon. I managed to get a fully custom action into combat, now.
1/?
Oookay, we've officially crossed the rubicon. I managed to get a fully custom action into combat, now.
1/?
The game's first fully custom skill has now been created. (It's just three griddys in a row.)
1/?
The game's first fully custom skill has now been created. (It's just three griddys in a row.)
Okay, update on the Custom Skills system, you can now select a character, which will spawn them, then boot you into the skill selection menu, with a filtered list of all the skills that character knows.
Now to get on with the actual custom skill portions!
Okay, update on the Custom Skills system, you can now select a character, which will spawn them, then boot you into the skill selection menu, with a filtered list of all the skills that character knows.
Now to get on with the actual custom skill portions!
Okay, you can now spawn and swap the characters you'll be building skills for. Step one down. Like, seven more to go for the Custom Skills system!
Okay, you can now spawn and swap the characters you'll be building skills for. Step one down. Like, seven more to go for the Custom Skills system!
Aight, scaling works now. Only limitation is you can't scale the root item. Deciding if I want this to be intentional or not- scaling the item you're equipping might be weird and lead to unintended stuff.
Thoughts?
Aight, scaling works now. Only limitation is you can't scale the root item. Deciding if I want this to be intentional or not- scaling the item you're equipping might be weird and lead to unintended stuff.
Thoughts?
1/2
OKAY!
So now the camera is fully fixed up. The Freecam toggle isn't really needed anymore, because now, the camera won't pan or rotate if you're dragging a gizmo or an item or whatnot. That was an issue some people complained about.
1/2
OKAY!
So now the camera is fully fixed up. The Freecam toggle isn't really needed anymore, because now, the camera won't pan or rotate if you're dragging a gizmo or an item or whatnot. That was an issue some people complained about.
Okay, for now, I'm pretty sure I've managed to fix all of the combat softlocks. Letting 20 characters auto-run for like, sixty turns has not once resulted in one of them bricking, so I'm going to call it good until I notice something ELSE horrible.
Okay, for now, I'm pretty sure I've managed to fix all of the combat softlocks. Letting 20 characters auto-run for like, sixty turns has not once resulted in one of them bricking, so I'm going to call it good until I notice something ELSE horrible.
Okay, my game is now officially a barely functional mess, when I actually make a build of it!
Tomorrow, I'll do the final cleanup, and get you all a demo to "play".
As penance for how bad it's gonna be, have a gif that made me laugh in hysteria:
Okay, my game is now officially a barely functional mess, when I actually make a build of it!
Tomorrow, I'll do the final cleanup, and get you all a demo to "play".
As penance for how bad it's gonna be, have a gif that made me laugh in hysteria:
Ooookay. Combat is now working properly (again). Had to fix some issues, where if you had multiple characters with different skills, the menu wouldn't properly update for that.
Ooookay. Combat is now working properly (again). Had to fix some issues, where if you had multiple characters with different skills, the menu wouldn't properly update for that.
Okay! Managed to get Dialogue capable of triggering functions, and by extension, made it so NPCs can segue directly into shop menus.
Okay! Managed to get Dialogue capable of triggering functions, and by extension, made it so NPCs can segue directly into shop menus.