Things left to do before I deploy the stage demo:
GLORY BEAM REWORK
Due to some engine limitations and circumstances, I need to redesign this skill. It will still have the same function but it will be visually modified to compensate for the limitations. This limitation was the cause of all the current delays, and as much as I can make it work, flash will not be able to process all the loops necessary to display it. I've made tons of ways to deal with this, but the current work around I have is the BEST solution. It will no further cause delays in future stage creations as it will be tailored to the said solution.
HALOCOPTER BULLET UI
Halo copters were rebalanced. They now have individual bullets and I need to display this on the UI or maybe a small number ontop of them. Enemies will now drop bullets and flamethrowers. If the copter runs out of bullets, they need to be resummoned.
ENEMY ROAM AI AND INSTANCE
Enemies from the initial version respawns at triggered locations. I have to add agression, seek and decay AI to stage enemies. This will be easy as I don't need to remap them yet, the problem is they will always respawn when the stage is re-entered. (I'll record and fix the respawn instancing next time. for now, they just respawn)
BG RETILED (Again)
You need to forgive me with this. I know the tilesets and making 3D-ish work with the 2D visuals caused the delays, but I just was not satisfied with the last one I did which was this:

Projectiles and units bouncing off the "wall" looked more like bouncing off pitfalls. So that's what it will be (in the future). Pitfalls. (you can push enemies off cliffs but you lose the loots. You can also fall ala zelda-style and lose a heart)
So, I made new sets. (can't help myself, sorry)

But the forest looks more natural now than pitfalls. Also THIS new set of tileset (and future tilesets) will work seamlessly with the work-around I mentioned earlier. I just had to take the risk and glad it works. all the stress paid off (I used another weekend to make this tho)

So, yeah, I'm very notorious about breaking promises and I bet most of you hate me for that already, but most of my mistakes and progress are all time spent developing this game. Sometimes real life kicks in. Sometimes I change my mind and completely waste a day to redo a bunch of design or code tomorrow... so, yeah, no excuses. But I hope you all see this as part of development, still. Thank goodness Chris makes up and carries all my mishaps with his own steady progress.
Anyway, I will work on this tomorrow. I would love to deploy this sooner but adjustments are imminent. So, for now, I'll.. take off!

Whitefangz
2017-04-25 19:17:32 +0000 UTCMcSpazz
2017-04-24 10:56:07 +0000 UTCViperV
2017-04-24 07:45:49 +0000 UTCViperV
2017-04-24 07:43:42 +0000 UTCViperV
2017-04-24 07:41:54 +0000 UTCGhost
2017-04-24 04:09:32 +0000 UTCMartinX
2017-04-23 23:42:31 +0000 UTCMartinX
2017-04-23 23:40:08 +0000 UTCJason Liu
2017-04-23 17:09:48 +0000 UTC