Letter for Mimi 2 – wip #10

In the image above you can see coloured text in the dialogue, as many colours as you want can be implemented but for now there are only five (including white). Different colours can be used to indicate certain types of objects, such as items, people, events and places. When entering the text in the *.xml …

Letter for Mimi 2 – wip #9

Non-playable-characters now look at the player when you are talking to them, in the video above you can see this as well as a general ‘npc’ that wanders around, which you can talk to. The speed-up moment quickly shows how far the npc can wander (this one is set with a radius of 2). In …

Letter for Mimi 2 – wip #8

In the video above you can see the latest progress of Letter for Mimi 2. I’ve added two new features: doors and a simple dialogue system. When you enter a door, a new ‘world’ loads, as I have explained in a previous post. The video also shows features of the debug system, when it is …

Letter for Mimi 2 – wip #7

I have extended the functionality of the in-game windows, you can now close it by pressing the ‘X’ and drag it around by pressing control and clicking. Try it out yourself in the Flash below. I will write a short tutorial on how to make a window like this, so stay tuned!   You will …

Letter for Mimi 2 – wip #6

In the screenshot above you can see the (map) editor I have been working on for Letter for Mimi 2. On the left you can see the tiles, and on the right side the world. By clicking on a tile you can select it as your ‘brush’ and paint the tiles in the map (the …

Letter for Mimi 2 – wip #5

The picture above is a mock-up I made for the turn-based battle system I had in mind for Letter for Mimi 2. On the left side will be the players sprite, and the enemy on the right. At the bottom there will be a menu/dialogue system that allows the player to select attacks and it …

Letter for Mimi 2 – wip #4

In the video above you can see two new features I have implemented: a fullscreen mode and dynamic sub menus. The width of the menus now adjust to the width of the text of the options. When you click a menu item it will execute a callback function, this can either be another menu to …

Letter for Mimi 2 – wip #3

In the animated image above you can see the menu I have designed for the game. The window itself resizes if more items are added to the list of options. I have also worked a bit on a ‘global’ class which holds globally accessible information such as the player name and text-colours.

Letter for Mimi 2 – wip #2

A major design-flaw in my previous games was that the content was not separated from the game-engine. Even in my Flixel Adventure Game Tutorial you can see that apart from the map, all content is hard-coded. My plan for this new game is to put all content into an XML file that is embedded in …