SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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I have no idea what "Status" means on this website, but I'm just going to post thise here: "Have a nice day!"

That's a nice status :)


...Now we just need Flea in here.

All Lucky 7s! :DDDD

unity is currently soloing Emerald Weapon

Streamdew Corp is gone! In other news: I am eating a banana. At 2am. What is my life?

Bananas are sleep-inducing! They relax the muscles and relieve tension. Good choice~

Best of Blogs #025 *DOUBLE FEATURE*

Ahh, thanks for featuring BOSSGAME again :D

I really like Best of Blogs btw! it's handy for finding stuff to read and to catch up on some of the projects I've missed.

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Ahh, all of these cut-ins are really good! I like each having its own color :)

rook_main_menu.jpg

author=Perihelion
Oh neat, I didn't realize Rook was in this! Cool portrait!! What's her role in the story?

Thanks!! Well, without spoiling too much, you meet her during a boss fight. She doesn't join your team proper, but she helps you out during battle :D

db_2.jpg

Hahaha, I'm already excited for Morgan's sarcasm. The background here is beautiful, btw :D

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I really dig this UI!

Played around with Construct 2. Wonder if I could make a metroidvania game with it someday.

Yup, I definitely found that moving from RM's event logic to writing code was a natural progression. The hardest part about writing code is learning logic, figuring out how to explain to the engine what you want it to do. For example, an "if/then/else" statement in programming is incredibly similar to RM's "Conditional Branch". A "boolean" is exactly the same as an RM "switch" - it's either True or False (on or off).

So there's hope! The other tricky part about programming is learning syntax (making sure you put semicolons at the end of lines, put the right number of equal signs, etc.) which pretty much just comes from practice and study. I'd argue that logic is way more important (and trickier), and since you've already got a head start on that you may be better off than you think :D

Character Design!

IIRC, one of the enemy designers for the older Zelda games said he made a point of giving every enemy exactly one "memorable" trait in their visual design, like an item they carried or a piece of clothing they wore.