New release of Blade Dodger Bounce!


It's been a while since an update but I've recently updated and am re-releasing Blade Dodger Bounce on ios!



I've added flowers! There isn't a whole lot to use this for yet. I'm thinking flower material could eventually be used for making dye or some type of potions or magic. I'm planning on adding farming eventually - so I'll be adding a plant type and adding a planting action for the character. This should eventually lead to building design.



I've also added saplings. This is a tiny update from the flowers patch to share more images. You can also see, from the inventory screenshot, pictures for flowers as well.

Added drop tables for resources


I've decided to change up my resource drops to use drop tables. Previously I only dropped one specific item per resource. First problem is that I had to match the resource name to the item name. Second is that I couldn't adjust the number of chance of drops. With my new change I'm able to drop one wood resource from a tree, with the random chance to spawn an extra. Or I can add saplings to tree drops. I'm using this to path forward to adding more plants.

Added more projects!


Digging through old projects, I found Chaotic Coding, RIP Visualizer, and the map generator for Thorn Reid Infinite. Chaotic Coding is a concept for an app. Originally I wanted to turn this into an app to help people learn code - but later moved onto other projects. RIP Visualizer is a project from senior year of College. Basically it visualized data traveling in the routing information protocol. Map Generator is the first random map generator I created. It was very simplistic and only used in Thorn Reid Infinite, but later inspired the new terrain generation in Thorn Reid.

Weapon Animations!


Boy this is a big one. Being real honest, something I've always struggled with when making games, is making melee attacks. Normally I say "screw it" and go with a ranged attack - also withno animations. With a previous change I implemented melee attacking polygon ranges, as well as some basic animations for the unit's gloves flying around. So the big change with this update, is that now the weapon the player is holding is actually animated as well. Unarmed or resource held attacks will still just show the gloves moving, but any attack with a hatchet, axe, etc. will show the weapon swinging around the character. Another important update is I changed the indicator slightly - to now only draw one indicator and color it a semi transparent red if currently attacking vs. solid red before. I've also changed the attack direction to always follow the player facing direction. Previously I used a locked attack direction. After working on these animations, I realized I would rather let the player change their minds about where they're facing with their weapon while attacking, rather than awkwardly being held in a static direction, even when you can still move around.

Entity Bob Animation


As a minor visual update, the resource and item entities in Thorn Reid will now bob up and down.

Game Card Update


I've updated small game cards to have a limit of 99 characters for the game description.

Restful urls


I've updated urls to be restful. This should make organization easier and also improve the search crawler ability to index pages.

Blog Pagination


I added pagination for blog entries. Currently I'll only display 10 per page and it's traditional pagination - but that may change.