Rapid fire updates
I've been getting so many things done here and there, I haven't been keeping good track lately... but the latest update released this morning finally future proofs save locations! This means if I move around saves in the future, it wont break your old save file. I also implemented some script for myself to automate alot of the process of adding new saves. I still need to figure out a solution for webGL that allows you to keep your saves between versions, I'll be looking into that today.
As for more interesting updates:
I finished more of Ko's attack animation, still a few more to go! Jump light, jump heavy, Light-Heavy combo, taking damage, heal channeling, spell firing and some updates to idle and run are whats left on the front burner. Also updated animations in tutorial pages, added some more tutorials, and working on a new way to introduce the heal spell.
I did however get entirely side tracked today making a shiny rock shader.
Cause shiny rocks good.
Also might have gone super saiyan
Get Project Kobold's Tale
Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- Autosaves, Havens and CheckpointsOct 14, 2023
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
- Of poise and magic!Feb 21, 2023
Leave a comment
Log in with itch.io to leave a comment.