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Floppy heroes jogar
Floppy heroes jogar










floppy heroes jogar

Another related nuisance was that managing multiple controllers was a bit of a headache since the game sort of just automatically assigned them, and you had to remember to manually set the controller number for each character before each battle.

floppy heroes jogar

This time around I’ve disabled the launch window and opted to code my own in-game settings menu:Ĥ. This window was too basic to be helpful, and got in the way of achieving full controller support. One of the smaller nuisances of the first game was the default Unity settings window that popped up every time you launched the game. You can even modify how a character holds the weapon by simply tweaking a few sliders:ģ.

floppy heroes jogar

health, mass, damage) as well as fancier things like being able to fire projectiles (and customizing those too). This includes basic stuff like stats (ie. After designing your item using the built-in voxel editor, you can customize various aspects. As mentioned above, the item creator has most of its features implemented. And if you have a favorite outfit, you can quickly save and load entire equipment sets:Ģ. The items for each equipment slot (head, upper body, lower body, left-hand weapon, and right-hand weapon) are now neatly organized into lists, making it easy to gear up your character. The character setup screen is now waaaaay more sleek and easy-to-use than in the first game. Aside from that, here’s a brief list of notable things I’ve implemented:ġ. I’m happy to announce that super-important features, such as the item creator and the combat system, are practically complete and only lack some minor features and polishing. I’m still confidently aiming to have the game available on Steam before the end of 2019! I know it’s been a long time since my last post, but don’t worry I’ve been steadily working on the game as much as my free time has allowed.












Floppy heroes jogar