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
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
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
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
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
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