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Platformer Progress - Wall Jump Refinement, Fastdrop, and Code Refinement/Organization
Hello to everybody, new week is a new time to show work done, and this time around is not much on the visual side but more coding focused, attempted at least. In my Platformer project (name pending) I've been stuck for a while on trying to make the coding a universal batch first and foremost before moving to stage specifics, and while some areas are still finicky because I'm not the MOST in-depth at coding (Diving refuses to work at all, and some small oddities exist like one
jonathanluitjens
Feb 133 min read
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Platformer Progress and Side Content - Movement/HUD Planning Sheet, and Practice Side-Work
Hello everyone, and Happy (belated) Holidays, Apologies about it being so long since the last post here, December was occupied with both the Holiday season, and just overall a collection of several issues and emergencies that kept me back a bit, but am here now. While it might not be too much, thought I would still show some of what I got, some planning and some proper visual illustration. Getting the planning out of the way first is two things. First is trying to fix the Div
jonathanluitjens
Jan 162 min read
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Concept Sketching - Level Backgrounds, and how to Worldbuild with Scenery.
Hello once again to everyone, a new post is among us and while I work to try to refine Moof more (some controls feel off and am trial-and-erroring ideas there), I wanted to bring attention to some more attempts of worldbuilding for the world Moof and others are found in. For some of it, I am incorporating a bit of stuff explained in the past when I talked about concept sketching backgrounds for levels, IE: making these into full 1024x boxed renderings, last time this was ment
jonathanluitjens
Nov 14, 20253 min read
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