Very slight update; better flowers and improved algorithm… More to come, I promise.
A slight update to the hair generator; added “flowers” and some general improvements, all over. Branching algorithm should have more realistic results now. Relatively minor update again, because I have an exam to study for, and I’m exhausted. I should be getting a new computer (MacBook Pro) soon, so that will definitely help. So far, all of these projects have been entirely coded on a tiny netbook, with a 1024×600 pixel screen. That makes it tough. Having 15 inches to play with will be great!
Added proper statistics tracking, general bug fixes, and much improved chaining mechanism. Worked on some incomplete side projects (like a recreation of Conway’s Life), which is why this is a relatively minor update. Still, I think this kind of polish is what takes a toy from concept to sell-able; I think I’m already very close to being able to push this content to sites like Newgrounds and Kongregate.
A significant refinement of yesterday’s design. Foe spawning much improved, physics tweaked (much for the better in my opinion), and sprint ability added. In addition, I made some changes which should give significant speed improvements. Try it out! I think it’s quite a bit more difficult now, also (which is good, because #14 was a little too easy once you got the hang of it).
A more interesting variation on yesterday’s project, much more fun in my opinion. Refining enemy spawn could be a good next step.
Added:
- “Shockwave” weapon
- Significant improvements in foe to foe collision detection
- Score counter
- Arrow key support
- Space bar now starts game (no mouse interaction needed)