Most commented posts
- GearHead 1 v1.300 — 23 Comments
- New Idea: The Story So Far — 17 Comments
- GearHead-1 v1.201: The Inevitable Bugfix — 16 Comments
- Full Screen Map Working — 16 Comments
- Lancemate Switching from Backpack — 16 Comments
Dec 23
Dec 13
Both exploration and combat are now working in GearHead Caramel… if you can forgive the fact that the enemy pilots fight like they’re drunk. Right now they just pick a random weapon, try to attack a random target, and if that doesn’t work out they walk randomly. I am hoping to release a playable demo …
Dec 11
It’s a bit hard to see the shot animations on the video (especially since I only fired one missile), so here’s a gif of a BuruBuru launching (and hitting with!) all 20 of its missiles at once. In GearHead Caramel the missiles anim shows how many missiles were fired, letting you know at once just …
Dec 10
The attack interface is now working for GearHead Caramel. It doesn’t have a lot of bells and whistles yet- it’d be nice to have hotkeys, and if the interface would remember your preferred attack modes- but it seems to be fully functional. Also, notice that the different attacks use different shot animations. With attacks and …
Dec 04
I just wanted to let you know that GearHead2 has been uploaded to itch.io, as has GearHead 1. I’m hoping to get a few tips so that I can pick up AssetForge, which looks like it would make a lot of the stuff I’m currently doing much easier. I promise that any donations to GearHead …
Dec 03
Turns out there were some problems with GearHead2 version 0.700, uploaded yesterday. It crashes on Windows, contains a spelling error, and I even forgot to update the version number on the title screen again. A new release that fixes all of these problems has been uploaded to GitHub. Sorry for the inconvenience.
Nov 21
Tomorrow I’m heading to Tokyo for the Kaigai Manga Festa, where you’ll be able to find me at table F-2. After I get back to Korea next week I’m hopeful that I’ll be able to finish off the much-delayed next release of GearHead2, and after that I’m going to try to get a minimally playable …
Sep 23
This week, I got the modular effect system working in GearHead: Caramel. This is pretty much the same effect system as used by Dungeon Monkey Eternal, but generalized and expanded to handle the GearHead rule system. The two effects needed for a basic attack (AttackRoll and DoDamage) work, and there is a new option to …