Unfortunately, I no longer have as much spare time as I did in February when I started getting into this stuff and could make progress more rapidly.Īs a hobbyist I don’t have any deadlines to meet, but I feel it’s necessary to focus my efforts at least somewhat. Also perhaps if anyone were to read this blog, it could add some additional motivation for getting things done. I want to form a habit of keeping track of what I’m doing, and where I’m progressing. (And filling in colors is also a lot quicker. It’s nice to be able to see from the beginning how it’ll look in the game, and I hope to be able to make more consistent sprites in the future. This is also the first time I drew the sprite in its original size from the beginning (not counting the one attempt I made in Pyxel Edit some time ago). So I tried a ton of different ways until I settled for this one which most clearly displays the time and area when the attack actually hits.
#PYXEL EDIT REVIEW HOW TO#
Not because it took long to draw, but because I couldn’t decide on how to visualize where the attack hits while still making it look decent. It actually took the longest time to do the blade flash of the actual slash. I also made an improved attack animation. But the whole resource tree is a mess, and there are a lot of opportunities to improve on the stuff I wrote in GMS 1.4, now that I again learned a little bit more. Studio 2 creates a couple of compatibility functions. I could import the old game into the new version run it without much trouble. The reason being that sooner or later, I’d do it anyways and so why wait? I’ve decided to take the jump and switch over to Game Maker Studio 2. Long time no see! Weekly, bi-weekly, what does it matter?