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Platformer Progress - Smooth Camera, Working on Refinement in the Background
Hello to everyone once again, I've got a small update to show here today. While most of the work in the background is things like refining movement stats or making sure collision boxes work as well as I want them to, a little bit of work I can show is in the camera itself, done in a simple yet effective way. It's a small factor but I feel like this camera pan on movement, looking down, stuff like this helps the experience having a smoother motion on movement. The coding itse
jonathanluitjens
May 222 min read


Platformer Progress - Small Update, more Refinement of Coding for Animation Triggers
Hello to you all, this might be a shorter post, as it's more a setup to something coming, but thought I would at least make a brief post. Currently am trying to look into refining code I have implemented, doing this in batches so far, to fix things like animation errors or functioning errors. Starting smaller and going with the basic motions and animation triggers first. For a test run I'm making it function off of "states" lead by button inputs mixed with making sure other
jonathanluitjens
Apr 32 min read


Platformer Progress - SOME Dive progress, lingering bugs and issues to be fixed however.
Hello to everyone, sorry for the lack of recent posts, a mix of a lot of trial and erroring game factors, and some irl conditions kinda came in the way. However, am here to show a bit of what is directly going on as of the moment. Text itself funny enough may not be too long, however it is something I made mention of a few times in the past, a Dive for the Moof. For those who aren't familiar with it, this dive for some reason has a history of events to it, a lot, if not all o
jonathanluitjens
Mar 202 min read
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