I did a lot of debugging on character controller lately. It gets better. I now have a nice, well tested ladder system for example. Yay!
I did also work on the dialogue UI, now using all the portraits I did a while ago.
Here are two screenshots showing the current state of the dialogue system:
Affichage des articles dont le libellé est UI. Afficher tous les articles
Affichage des articles dont le libellé est UI. Afficher tous les articles
samedi 27 août 2016
jeudi 7 avril 2016
Swim
I'm working on the swimming mode for Cape Bleue, with an oxygen bar, and its own move speed, animations, etc. Here is a screenshot of a quick test I just made:
I also redesigned some UI stuff, and added a "unlocks" panel in the inventory, showing each abilities unlocked by the player. Here is a screenshot:
That's all! Thanks for your support, and for following the development of Cape Bleue, on this blog or on Reddit.
I also redesigned some UI stuff, and added a "unlocks" panel in the inventory, showing each abilities unlocked by the player. Here is a screenshot:
That's all! Thanks for your support, and for following the development of Cape Bleue, on this blog or on Reddit.
Libellés :
CapeBleue,
PixelArt,
Screenshots,
UI,
User interface
mardi 19 janvier 2016
New UI and other nice things
I worked on a lot of small different things lately. Here are a few screenshots showing the new stuff.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
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| On this screenshot, a color corrected version of the new UI (brighter & less contrasted). |
I also added some interiors. Here is the supermarket.
I programmed a shadow effect, like in Street Fighter Zero/Alpha (during super attacks), or Castlevania Symphony of the Night.
Libellés :
CapeBleue,
PixelArt,
Screenshots,
UI,
User interface
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