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awildsundar

@awildsundar

Joined June 2nd, 2026

  • 2Devlogs
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the world begins with you
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9h 17m 45s logged

fixed 2 game-breaking bugs and discovered new ones

i swear my project is a rotting apple with how many bugs are in here, managed to fix a bug where upon death enemies would switch to the attack state on the last frame, and another where when switching characters the animations would glitch

wait did i mention that you can switch characters?

it’s a core mechanic in FRESH, by holding TAB the player can switch to another character in their view! its a bit jank and needs some visual feedback, but its feeling quite nice so far :)

however theres a bug where if a locked-on enemy dies it stays locked-on, to be honest i have no clue how to fix this without refactoring my code so i guess ill just cry

fixed 2 game-breaking bugs and discovered new ones

i swear my project is a rotting apple with how many bugs are in here, managed to fix a bug where upon death enemies would switch to the attack state on the last frame, and another where when switching characters the animations would glitch

wait did i mention that you can switch characters?

it’s a core mechanic in FRESH, by holding TAB the player can switch to another character in their view! its a bit jank and needs some visual feedback, but its feeling quite nice so far :)

however theres a bug where if a locked-on enemy dies it stays locked-on, to be honest i have no clue how to fix this without refactoring my code so i guess ill just cry

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1h 15m 1s logged

Finished up the combat basics!

The player can now hurt and be hurt, dash away from enemies, and lock-on to different targets. It’s quite jank at the moment, the player cannot attack and move at the same time, and more work needs to be done on the animation blending, but on the whole I’m very happy with how the combat is looking :)

Finished up the combat basics!

The player can now hurt and be hurt, dash away from enemies, and lock-on to different targets. It’s quite jank at the moment, the player cannot attack and move at the same time, and more work needs to be done on the animation blending, but on the whole I’m very happy with how the combat is looking :)

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