Okay, that's taken care of. Now for the updates.
I spent majority of the week doing minor tweaks for the editor. One of the main issues with it was that the descriptions for all the objects (among other things) were missing. I originally opted not to add them since I really wanted testing to be done, so it would take up too much time. Thinking about it in retrospect, it might be a tad harder to test if you don't know the purpose or usage of some objects. Regardless, the descriptions are in now, so things should be a bit easier to manage.
One other thing I added to the editor was a minimap. I had originally reserved space on the tile edit screen for a minimap, but I realized the reserved space would be too small on larger maps. So my alternative was to make a MM Powered Up style minimap, where each sector node is lit when you place a tile there. I ended up putting it in the upper-left, over the main window, but so far it's been far less intrusive than I thought it would be.
It may look like a mess of nothing now, but it's actually pretty helpful. |
The final thing I worked on this week was the lifebar. I had made the life maximum 32, like in the original X games. But someone requested that I increase the maximum and have layered lifebars ala Mega Man Zero. So I did just that, and increased the max health to 96, three times the original. Honestly, in a Mega Man X game, where you're constantly increasing your health, defense, and repertoire of attacks, I can't see why'd you need that much health, but regardless the option is there now and more options are better, right?
... right?
I'll have to tweak the actual colors of the bars a bit to fit with MMX palette, but the base work is done.
Thanks for checking in. As always, if you have any comments, suggestions, or criticism, feel free post it below. If you're interested in this project, be sure follow and subscribe to this blog. Thanks again, take care.
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