July 2018, Week 3

+ PROJECT MAY NOW FINALLY HAVE AN ARTIST! Hopefully this will means many new sprites to come and less placeholders overall.
+ Got first new sprites in over a year: A swanky new fighting ring. Along with the new ring came a re-writing of how the ring's movement code has been handled, and the fighting ring floor now has a more convincing pseudo-3d effect.
+ Enemy now has support for reactive guard and hurt states that can remember what they were doing before you were punched them. This means that the AI is now capable picking up dropped combos if you smack them in the middle of them.
+ More states for Tonfa: The first of her rapid strike combos is now implemented. The groundwork has also been laid for almost all of her remaining offensive kit.
+ Many misc hitbox and frame data tweaks
- I lost my recap combo multiplier

April 2018, Week 2

+ Made some progress on modifying the AI behaviors that control blocking to allow for more complicated behavior such as enemies resuming attacks where they left off if they have to block in the middle.
- Lots of OT at work this week means progress will probably continue to be slow

March 2018, Week 5

+ All of the states in the game have no been converted to the new collision system and standardized enemy state machine. Huzzah!

March 2018, Week 4

+ Almost done porting over all Tonfa's states! Only attacking states left!
- Sadly the above progress doesn't make for good regular progress post webms, but hey, almost done and then I can go back to making new states for Tonfa.

March 2018, Week 3

+ Ported game over to GMS2
+ Feeling a bit better, no longer recovering from surgery.

March 2018, Week 2

+ Surgery went well. Haven't been down to do much development this past week
+ Fixed a couple of small bugs and made some changes to paahul as a result of demo feedback.

March 2018, Week 1

+ Released a demo for DD19!
+ Work once again begins on Tonfa. I hope to have her moveset done by next demoday.
- I have to go in for surgery this week, which may mean I won't make any progress while I recover.

February 2018, Week 4

+ I'm more or less ready for Demoday
+ Gamepad support added! Rebinding isn't done yet, and won't be before demoday, but the game is now playable with a controller.
+ Fixed the tutorial to work with the new collision system.
+ Fixed a number of bugs

February 2018, Week 3

+ Finished porting Paahul over to the new collision system! Every state appears to be functioning correctly now!
+ Because I now have a working enemy again, I should be able to put out something for DD19!
- Tonfa likely won't be ready, though, because I haven't started work on porting her over yet and there's a few more pressing menu issues I need to work on first.

February 2018, Week 2

+ New collision system basically done
+ First enemy attack states re-implemented
+ It's been one whole year of development on this game! Started with no coding knowledge and look where it is now.

February 2018, Week 1

+ New collision system almost completely implemented!
+ All defensive player collision detection code has been rewritten and is functioning.
+ All offensive player collision detection code has been rewritten and is functioning aside from the player's rapid jab/hook supers.
+ Most offensive enemy collision detection still functioning as intended with only minor adjustment necessary to get it to function under the new system.
+ Friday is the 1 year anniversary of this coding project! I wasn't even expecting to make it two months when I started.
- RIP my recap 34 combo.
- I feel bad it took me this long to start getting back into the swing of things.

November 2017, Week 5

+ Writing collision going smoothly so far, but sadly it doesn't make for good webbums
-? I'm transferring to a work-at-home assignment at my current job. This means I'll have a couple hours of my day opened up from saved time I would normally spend commuting. Unfortunately, this means I'll remain busy for the next week or two setting up things for that.

November 2017, Week 4

+ Began rewriting how the game checks collision to resolve a number of inconsistencies and bugs related to how I was doing hitreg before.

November 2017, Week 2

- Nothing to really report for this week. Minor changes to things to stop Tonfa crashes.

November 2017, Week 1

+ Tonfa AI partially implemented
---- It crashes the game too much right now and between that and Blizzcon this past weekend I couldn't make the DD17 submission deadline. FUCK.

October 2017, Week 4

+ Most framedata and hitboxes done for Tonfa's first 3 attacking states. Rudimentary AI for Tonfa almost in place.
+ Completed states for Tonfa: Idles, jab attack, wide smack attack, retreating strikes special attack, Rising/falling states, taunting states.
+ Aside from her missing attacks and a time over state, Tonfa's game loop is basically closed.
+ New player state added: Dusting self off after being knocked down. Functionally, this state doesn't do anything except enable me to give enemies long animations where they taunt you after knocking you down.
- incomplete states for Tonfa: Headbutt attack, hook attacks, rapid strike attacks, blocking states, dodging states, counterattack state, time over state.
- the incomplete states above are NOT going to be done for the demoday build, so Tonfa's going to be much much easier than intended this build because she's missing more than half of her offensive arsenal.
- Tonfa also lacks a complete set of placeholder sprites, making it hard to actually fight her and tell what's going on without debug mode
- Demoday build will STILL be lacking sound because I'm still unrationally afraid of implementing it poorly. A couple of the lingering key-rebinding issues also won't be fixed for it and controller support will still be missing. I promise to have them in by next demoday, honest!

October 2017, Week 3

+ Tonfa rising/falling states done. This completes the most complex part of the scriptinig I think I'll have to do for her.
+ Can now begin working on Tonfa's attacks and AI proper.
- TF2 is sucking all the time out of my life
--- I'll be going to blizzcon next week so I may not have time to complete and put out a proper demoday build this time around..

October 2017, Week 2

+ Not that much done this week, but I did manage to get off work next week to do some serious devving done.
+ preliminary coding for Tonfa falling/rising scripts in place.
- The enemy rising/falling states are the most complicated part of enemy scripting so i'm trying desperately to not break fukken everything implementing them.

October 2017, Week 1

+ Game now runs in 16:9 resolution instead of 4:3, making the game upscale correctly on most modern screens.
+ Tonfa hitbox scripting complete
+ Tonfa dazed states complete
+ Fighting ring made wider and fighting ring code simplified
+ Had a more productive week than expected in general

September 2017, Week 4

+ Work on Tonfa continues. Hitboxes partially coded. Working on hurt states next.
+ Got new placeholder sprites!

September 2017, Week 3

+ Began progress on Tonfa, a late-game enemy I'd like to have at a solid stage before next demoday.
- Discovered a few ways of generic-ifying enemy AI code that unfortunately don't work as well as I was hoping. Oh well, I gave it a shot.