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"Lumo Journal: Week 62"

Posted: 19 August, 2024

Lumo Journal

19.08.2024

Failed to pull my Steam Deck out of my bag during Zzap Live. Oh well. :D

Finished off the Laser Room that I started last week. They ended up making a nice Spiro Graph effect, which was an added bonus!

That next room’s going to have one of the circular style emitters from the first game. except this one’s going to fire every time you jump. If you panic, you’re probably going to die :D

20.08.2024

Finished off the Ring of Fire. Gone easy with this one, it only fires on the first jump. I’ll do a variant that fires on the double jump. Thought it’d be really cool to do something like this, but inside a round room - like you were inside a shiny reactor – but I couldn’t find the look I was after, so that was a waste of a day.

Wasn’t all bad, I did find two crash bugs, both related to how you possess the Chimera character, and they’ve both been in there forever.

  1. The trigger that instigates the transition between characters never unbound itself from the Y button, so when you pressed it a 2nd time, things went pop
  2. The cancel button cast against LU_PlayerCharacter, and didn’t check for the nullptr returned while you were controller LU_PlayerCharacter_Chimera. Derp.

Fixed those. Fixed a problem with the cinematic bars not appearing in the Impossible Mission rooms. Fixed a missing decal, added some missing collision, and then reduced the Ambient Cube Map brightness in the Uridium level, because it was making everything look like it had a Mario rim light.

Not the most productive day, but it could have been worse.

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