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Letter for Mimi 3 – wip #8



The video above shows smooth resizing of the arcana and health bars. The text now also has an optional typewriter effect. A health potion is used on one of the monsters and you can see the health bar increasing afterwards. The smoothing thus works both ways. The number of experience points earned are now also shown after an enemy monster has been defeated. The level up sequence now also has an option to select which stat to upgrade of the monster: agility, arcana or stamina.

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Letter for Mimi 3 – wip #7

First of all, I would like to wish everyone a happy 2017! Second, I’ve recently managed to get some more work done on Letter for Mimi 3, and was able to capture this in a short 1080p video.

The video above shows the monster tubes in the battle layout and the changes made to the width of the menu’s, as well as the addition of the monster’s level to the info bar. When a monster is fainted its name will be greyed-out in both the menu and its monster tube. The video also shows a new star-like monster I’ve created, named ‘Star’. At the end you can see part of the level up dialogue that I haven’t finished yet.

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Letter for Mimi 3 – wip #6

This video might seem a bit different than the previous one because I have restarted the project in HaxeFlixel instead of Phaser. The choice was made because it should be easy to target both the web and native platforms using HaxeFlixel instead of Phaser, which is only focused on the web. Haxe(Flixel) uses a syntax much like Actionscript 3, so I got used to it quite fast.

For now I will focus on getting a battle engine running once again. As can be seen in the video, there is still a long way to go but the basics are there.

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Letter for Mimi 3 – wip #5

Added attack animations and a level-up mechanic.

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Short update

As a Linux enthusiast I have been using Ubuntu since version 12, and recently I had upgraded my computer from 14.04 to 16.04. Unfortunately, I made a mistake and I accidentally wiped my home partition. Fortunately, the code for Letter for Mimi 3 is under version control, so I could just re-clone the repository. However, the progress I had made on the Voronoi cell game has been lost almost entirely. This is a good lesson to always use version control when creating anything on the computer!

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Letter for Mimi 3 – wip #5

Letter for Mimi 3 battle

At the end of the battle experience points are awarded to the party members and if a character levels, a choice will be shown to increase its statistics. For now I want to leave it at statistics for the level-up bonus and allow the player to buy attacks for its characters in stores. This should lead to characters being a blank slate where the player can project his idea of a class on.

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Letter for Mimi 3 – wip #4

Fixed the backwards ‘moonwalking’ and added a pointer so you can select the target of the attack. The video also shows a healing power, which is basically an attack with a negative damage amount. The creatures will now also attack a random enemy instead of the first one by default. They also select a random power from their power list.

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Letter for Mimi 3 – wip #3

Creatures now fall over when they have zero or fewer hit points, and they walk forward when it’s their turn in the battle. The video also demonstrates a battle with a party containing more than 1 character.

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Letter for Mimi 3 – wip #2

A short battle sequence for Letter for Mimi 3. I am redesigning the whole game since the battle engine was not planned very well in the previous attempt. For now I want to have a solid and working battle engine, and then add the rest of the gameplay (the adventure part) to it.

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Added some buttons

lov_buttons
I tried out adding some buttons and some basic save functionality. At the moment it just copies the world object to your clipboard, but I will look into saving it using localstorage.

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