Of coarse that left an issue of just letting players run through enemies without consequence. In the end I felt no collision would be better for this game. So I either had to give all the enemies collision, or give none of the enemies collision, or make some way of signalling the player that an enemy had collision or not. In the end I feel that it’s really not fair to have had player essentially guess whether a new enemy would be passable or stop them in their tracks. I originally had some enemies that would collide with the player and others would not. I’ve decided to remove player-enemy collision. Along with that I’ve fixed some collision issues and made a major design change. They’re some pretty good tracks and they fit in nicely with the game. So what do I know?Īnyways, I’ve added more music to the game composed by my homeboy Jesse. I thought this game would be a 3 month for fun project. So I was a bit behind, however I’ve been making progress ahead of schedule so… maybe it’ll balance out? Who knows.
However I still had no usable PC for a week. Luckily I’ve been saving up for a Surface recently as I’ve wanted something light that I could take with me anywhere, but would also be able to handle game development. Thus I had to preform a search and rescue and transfer the project files to a computer I COULD work on.
Meaning, I’ve been troubleshooting for the past week or so. So recently my PC decided that it didn’t want to not freeze after 10 minutes all the time.