Archive for February 2020

Progress post #137: Bugfixes and neatness

The game I didn’t actually work much on today

Monday, so another stream! I was quite tired at first but things got going anyway. It feels like I didn’t work on any single more important issue, but there was a lot of smaller polishing/reworking/bugfixing done on Baba, and ESA 2 got some new basic tiles to decorate the first area, seen above. I meant to create some new enemies for ESA 2, but Baba’s workload & my baseline tiredness were too much. As a nice thing, the ESA 2 menu things I *checks* did mention in the previous post got implemented fairly painlessly. Time to get that pause menu rolling!

Progress post #136: Often seldom

Today was more of a Baba stream than an ESA 2 stream; I implemented some missing features for the new editor along with the Seldom and Often words seen above. I’ll soon get to the point where I need to start considering how to add gamepad controls for the editor, and wow will that be a tough job.

On ESA 2’s side, I mostly worked on the pause menu layout and drew some new tiles for the first area. I was going to implement more of the menu, but realized that I do want to handle certain menu-related code properly from the get-go instead of using hackier solutions, and shied away.

Progress post #135: Bestiary!

The bestiary(‘s skeleton) is back! And this time I could even reuse the old assets for it, yay. I meant to work a bit on the pause menu on today’s stream, but got scared away by how hairy certain text-rendering issues were.

In Baba Is You, I fixed some lagginess and implemented a system where the player needs to play through their level in order to upload it. Working on the editor is generally exhausting but today was a pretty productive day in that regard.

Progress post #134: Boss preparations & level editor

This week I officially started a Monday/Thursday streaming schedule; we’ll see how that goes. The first stream of this glorious new era was late but went fairly well. In ESA 2, I worked on boss-related basic functionality such as the boss HP bar, as well as some powerup/weapon-related systems. In Baba Is You, I trudged onwards on the nigh-endless road that hopefully leads us to a nice, functional level editor. Apart from the size-changing stuff, all buttons seen in the image above actually do what they’re meant to now, which is great!

Progress post #133: Conveyor belts and more!

More streaming, more ESA2 and Baba! Baba Is You’s still in the endless swamp of level editor work; as the editor gets more complex, working on it also gets more arduous and scary. However, I’ll soon be at the stage to technically try to implement the actual online functionality! That’ll be scary in its own way, but fairly exciting as well!

On ESA 2’s side, I’ve kept adding more basic features; today’s stream included the conveyor belts, bounce shots and coloured shots seen above. I also did some tileset tests last stream and I think I’m finally starting to feel OK about the colours and visual look of the game. That’s a huge relief.

Progress post #132: Powerup work!

Today saw another stream! This time I managed to actually work a bit more diligently on ESA 2. I implemented a bunch of powerups and added powerup collection flags to all of the ones currently implemented, and worked a bit on the editor. One of my goals was to get editing the parallax layers working properly, but that turned out to be very very nasty so I left it for later.

I also worked a bit on Baba Is You; the “themes” as they’re called have been the object of interest for a bit now, and I continued making the work. I’m really proud of how handy the menu system of Baba’s is; my earlier games have had very clunky and manually-coded menus and Baba’s more dynamic affair makes the level editor *way* easier to structure. I shied away from the nastiest bit of theme work, though; hopefully it won’t take too long to get to that.