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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


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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