Making some great progress the past couple of days. When we started this project I thought this would be an easy/quick one to produce. I've learned that for myself no project is/should be easy to quickly produce, there has to be a struggle, a battle even.
I was going to release this game earlier this year hoping that people would over look the small issues like for example: an ice spider enemy with a shell of ice that breaks off with one hit, allowing to hit the spider underneath afterwards. Sounds fine and simple right? I pinned the ice shell to the spider so they would move in unison and create the effect I was looking for. It worked great for the most part, except for 20% of the time the hit would kill the spider underneath the shell and leave the ice shell behind. I spent too much time trying to fix it but ended up leaving it the way it is after some frustration. The problem ended up being due to using a Square Sine movement I use to make the spider jump left and right. Unnoticeable to the human eye the pinned ice shell would lag behind the spiders movement, something I read Ashley explain to someone in the forum about pinning objects. So I used another method without the pin behavior.
This little "glitch" and others, though none game breaking, started adding up. As soon as I finished the game up to the last boss, I decided I had to go back and attack these issues. And I'm glad I did! Speaking of battles, sometimes you just have to know when to pick them, know that this little thing you're stuck on will/can be resolved and keep pressing on. When you come back to it there may be something you learned along the development cycle that will help solve those problems or sometimes its just attacking a problem with a clearer mindset.
Anyways back to the grind! >:P