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Showing posts from November, 2024

November 2024 Devblog

Since last month, I've fixed all the coding issues (hopefully) from importing code. Though I have not compiled a build to test and bugfix. I've been concentrating on localization support, and using the same technique for items and enemies configurations, as well as setting defaults for the player (new game) that will help with future saving and loading. Some of the shaders don't compile, so I'll have to look into that later, but it's not a priority since I don't intend to implement shaders until much later. Particle effects are also going to be postponed until then as well. My next steps will be importing and adjusting code for enemy AI. I've also got some ideas on how to properly implement keyboard/gamepad keybinding, but this will need to wait until I can fix the menu system, which will implement them. I'm thinking that level design will need to be done with Tiles, since that looks like an easier way to create levels and integrate collisions. I intend ...

October 2024 Devlog

I've been working on the core gameplay mechanics. I was lucky to have found player movement, collision, and enemy AI source code to another fangame. The code is outdated, but should be adaptable after editing. No other assets are being imported from this code and seeing as the code is fairly basic, it's modification will still make it unique . So importing this code was interesting because it was originally GM 8.1 code that was decompiled and converted to GM 1.4 code. Which I'm trying to adapt to GMS 2. Luckily the GML language seems easy enough to understand and apply corrections to. Some areas where things can be condensed or updated. I've been reducing the compiler errors, warnings, and suggestions while also trying to make code more readable and adding comments. This process has been going well as I've been restructuring code and renaming variables, while trying to prepare for multi-lingual support. Some sections of code are being disabled because they are too e...