Star Frog Games

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9-23-07

Two different projects sucks, especially when they are connected. On the one hand I want to build the level editor since it is something new to do. On the other hand, I added some features to the engine and I don’t want to move on until those are all set. So today I’m doing a…
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9-19-7 #2

A Second update? Yes, well I got bored and started playing around with a test for the Mouse system thinking it would take me all day to figure out. Well, I’m smarter than that, so that took all of 5 minutes. “So, now what can I do?” I ask myself. I know, a box that…
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9-19-07

More research today. Along with some new gameplay additions that are now in the to-do list. First, the gameplay. I decided that I need a method for enemies to be smart enough not to fall off of things, so I need to create a rudimentary system for them to not run off of objects. I’m…
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9-13-07 – No Update

Today was all about research. I learned a couple of tricky things. The first is that Blitz is capable of doing a variety of windowsy applications using a gadget system. This doesn’t do me any real good though for the level editor, nor does it allow me to (yet) create a window that I can…
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9-11-07 -3437 Rows

Yesterday I figured out a new collision system using a single background image. So, maybe for the next project. In the meantime, there are 3 things that need doing. 1)The animation reduction algorithm. Since it isn’t an engine system, it can easily wait until the end to implement when I’m Gold Plating all the code…
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9-6-07 -3437 Rows

Today I plan to install the Push system into the Combat. The first to get it, and the plan for today is the “Throw” version of the code. The idea is to use a variation of the Wall Jump code, since it calculates and automatically moves you. So I’ll probably add that to the Doomed…
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9-4-07 -3381 Rows

Today I installed a state where you hit the ground hard and stop in your tracks. It’s a little of a leftover from Castlevania and a replacement for the taking damage thing. This will also be useful in the next step which is the Stagger state. The only difference is the stagger forces you forward…
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8-30-07 – 3229 Rows

Back again. Had a good week not programming and playing MGS3 which I may finally finish. Today I added a “Doomed” status, which is what happens when you fall from a high distance. So know if you fall a little you’re good, a medium distance and you take some damage and from a high distance…
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9-4-07 3306 Rows

Hello. Actually did work yesterday, but the computer got turned off before I could save the entry. Yesterday I added the basis of the combat roll and a duck/dash roll. The standing roll also got tweaked so it can go under low hanging Death Rectangles, which is kind of the point. I also tested the…
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8-21-07 – 3176 Rows

No actual coding recently but there was thinking about things. I believe that the issue is caused by the Images/Rect Collide function seeing the Mask color as part of the image – which makes it collide. So, the solution is to make the ducking animations be a different size and draw them in a slightly…
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8-14-07 – 756 Rows

No update in 5 days? What’s going on now? Well, stuff that I won’t bother anybody with. Remember, it’s okay to stop when life happens, just remember to come back so you don’t end up with a half finished thing. Tonight I’m up to the wee hours because of handful of Excedrin and a tummy…
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