Shipped this project!
This project has been kinda a dream of mine! this definity should have already existed, (but people were too focused on sans…)
Once i got some basic functions setup, the attacks weren’t that hard to add.
This project has been kinda a dream of mine! this definity should have already existed, (but people were too focused on sans…)
Once i got some basic functions setup, the attacks weren’t that hard to add.
i polished a couple things, like the website and game. now im gonna ship!
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i finalized the website, and… added attacks 14-18! which means the game is basically done! Im shipping tommorrow, after i fix some bugs. please report any bugs you find to me so i can ship without them
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i have finished attacks 9-14, which means all green soul attacks are done! i also updated the website a bit more.
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Nais = nice!
(You forgot to loop the song)
it should be looping…
actually im 14/18 done, idk where i got the extra 7 from
i added the yellow arrows! it took me a while to figure out how to implement them, but i think it turned out well.
I also tried to fix the issue with the spear animation making undyne stop moving, but the animations are a bit delayed.
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i spent a little bit of time putting up a website, so now you can play it!
The game still isn’t done, put if there are any inaccuracies, you should tell me
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i added 2 new red soul attacks! i also added some new keybinds:
(1) change music to, THE BEST BATTLE MUSIC
(Home) kill yourself (thats what i do at the end)
i really like how this is turning out!
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Ive added some new attacks, and i also changed how they are seqcuenced. I thought they were random, but no. they are in a preset pattern. Ive also added the spear swing animation (like literally just added)
i also made some animations more accurate, along with the attacks
ive worked on polishing some things to make them more like the og game, and ive also added some actual undyne attacks. (not fully accurate)
also at 41 seconds i start to show a werid bug i need to fix… and one of the attacks ive added isn’t actually used yet.
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now you can die, hit undyne (ballet shoes will be in a future update) and die more with a really stupid test attack!
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The bullet pattern 💀
gun pattern
ok i did some audio & other general polishing, and now im actually getting in game! probably not for long though, as i will be having to implement input and ui stuff at some point.
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audio works! technically i finished this yesterday, but didn’t devlog. the song playing is the 30 Minutes main theme.
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I finished adding text! And in extension, transparent textures. Audio or controls are gonna be coming next
The counter is a framerate counter
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ok, i did some stuff to makes sure that the positions and scales were not dependent on the resolution, i also made it so the windows resizing actually changes the view port
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that last devlog i forgot to add the new hackatime project, so some of the time in this one is from the last one, but oh well…
i added a sqaure, because i changed out the renderer works! Now it uses a new opengl method so i dont have to render each triangle at a time for one renderable.
I also added UV in the background, since im going to be added textures soon.
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it took me a while, but i finally got shaders working! this is really exciting!!!
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turns out what i was doing to build was incorrect, now it bundles all the js into one exe, so it should work now.
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It is done, Im probably never gonna work on this again, unless people want me to for some reason. The only build is for windows, but it shouldn’t be too hard to run from source.
it can now create a file! im gonna work on getting bedrock usernames to work, and them im gonna finalize it.
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now it can read level data, so it can see the name of the world, but also other things. I could add custom formatting at some point for the generated list, but for now its just gonna be basic. now its time for api stuff…
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optimizing………. help me…….. idk what i really did (the screenshot is a benchmark of 100k triangles, running at a stable 30)
whoops i was gonna devlog eariler, but ive moved to Intellij, and i switched out my vector2 implementation to the JOML vector2. not much has changed since last devlog, at least visually, but im working on text, and states. (also its in 16:9 now, also in the screenshot the triange already went away)
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FIRST TRIANGLE! the past 3 hours have been me making the basic bones of the engine: renderables, and states. Think of states like unity scene, and i would think that you could figure out what renderables are like.
In this test state, it renders a triangle every frame. TIme to test a non-static object now…
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oh i also setup game jar loading, the way the engine works is that it loads a jar from the first arg, then it launches that game jar
Ive got a basic rendering loop going on, (no actual rendering yet,) and ive also setup my gradle projects accordingly.
The main plan for the engine (MinuteEngine/ME) is to have 3 parts: java engine, java game, and c# bootstrap. The bootstrap is gonna be the program that launchs the java vm and stuff
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Version a2.0 is out now! Its a bummer android dev has to be so hard… if someone wants to use the android version as their own ft project i would let you.
Sorry for the devlogs being so sparce, its hard to do them when you don’t start on flavourtown
The bedrockR website should tell you how to use the program
i fixed up some issues before shipping, the main issue was resources not importing. Structures, and plugins are gonna be in the next updates…. idk if im gonna finish the android app… if someone else wants to make it they can
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Ok, this release adds lots of thing, but in flavourtown, ill just say the new features.
Added FTP support
Added SFO Video & Audio playing back
Added SFO Viewer to view SFO data raw
Added Support for PSVita, 4, & 5 SFO support.
Removed RAM limits, app should be faster now.
Added more destinations for downloading saves.
ok i abstracted all psp file management, so ftp can be done easily now. I spent like 2 hours trying to figure out why isos wouldnt work, reverted the changes, did something, reverted the changes again and then it worked again. In the image below you can see how i abstracted psp files. Everything in that image is an interface, except for the lastselectedpspinfo, and selectionmode
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We did some more work on the map, i also added a loading screen and music.
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I was doing reboot, but i realized i dont want any of the prizes, so i came back here
ive been doing LOTS of code cleaning and refactoring, since this program was pretty rushed for optimize. Ive only added a few new things, but thats gonna change soon with FTP.
Also, i added back the xmb music playing, and video playing, and im actually testing on linux now.
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i hope the missing devlogs from before wont ruin my voting…
me and my friend have started creating the map
i also am almost done loading. Singleplayer is going to be the only mode for now.
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ive done some cleaning of some code and stuff, and i added a way to keep track of what bedrockR version is used for a workspace, and i also added some metadata that gets added to the addon
also something i find funny is that the metadata shows a warning with addons, probably since there are not many addon generators for mcpe
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ok ive done quite a bit of work on the mobile version, and some polishing and bug fixing on the main program. im working on creation screens, and i have string, int, and float element values working. Trying separators soon.
(Screenshot is from a virtual android 8.1 device, the minimum version the app can run on.)
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not entirely sure what i did on bedrockR Mobile, since i didn’t think of devlogging (this time on this devlog is from before i actually made this project on here)
but on bedrockR, ive done a lot of backend stuff, to prepare for version a2.0, which will release along side the android version
ive also been writing some more stuff in the readme about using bedrockR as a library
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