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Modular animation

MicroRogue DevDiary #76 – Animation-based effects

In this prolonged post I will implement effects that semi-automatically spawn based on the animation, so that I don’t have to specify fiddly values for every mob and such. Time traveler note: Half-way I realized I am doing things wrong

Rudy December 12, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #74 – Player gear-based parts

Now that the player has gear — individual items in designated slots — I might as well have the player “model” correspond to these parts. Now, this is easier said than done. I need to adjust my part animator logic

Rudy December 8, 2018December 17, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #68 – Quadruped boss animation

I’m working on mob animation from before. And I made my current boss mob have four legs, made of 2 parts each: It’s only two sprites, so there’s not much variety, but it’s really nicely reusable and, really, it’s just

Rudy November 26, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #60 – Animation improvements

I left off with a bunch of unfinished animation stuff, so I should do some of that that now. As with most stuff now, it’s many tiny features and fixes, all tedious and fairly boring. There is one thing I

Rudy September 30, 2018November 21, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #57 – Mob part animation

I guess the main (and most time-consuming) animation for robots is their movement. I can imagine three distinct ways of moving: walking, driving, and flying. Walking is the most difficult one and means the robot has legs or some sort

Rudy September 10, 2018November 21, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #56 – Mob part setup

I need to finish my art requirement list and for that I need to finish any features where I am still unclear about what art assets I need. For example, I have a pretty good idea of what tiles I

Rudy September 10, 2018November 21, 2018 MicroRogue DevDiary No Comments Read more

Recent Posts

  • MicroRogue DevDiary #112 – Final enemy types April 20, 2019
  • Guard clauses are not just for APIs April 14, 2019
  • MicroRogue DevDiary #111 – Gameplay tweaks April 11, 2019
  • MicroRogue DevDiary #110 – More enemy types April 9, 2019
  • MicroRogue DevDiary #109 – New enemy types April 8, 2019
  • MicroRogue DevDiary #108 – Enemy placeholders March 28, 2019
  • MicroRogue DevDiary #107 – Tile pallete March 26, 2019
  • MicroRogue DevDiary #106 – Tile and theme placeholders March 25, 2019

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