As the year comes to a close I'd like to share a bit of history about this project;
I started making NiTL in Unity during the summer of 2015, I had no knowledge of programming C# nor at that point did I have any experience with Unity itself. With each technique in programming I learned while making NiTL, I improved and optimized the game as much as possible.
I actually tried one of the old builds of NiTL today, which are nearly a year old now. The gameplay is incredibly slow in terms of gameplay mechanics compared to the version now. But it was the groundwork and foundation for a much better version of itself. NiTL started out as a little Metroid-like made with Construct2 with a lot of potential, and thanks to a lot of hard work, it's a really good Metroid-like made with Unity.
After finishing the last of the new sprites for the player character, I was looking through some old files and saw a bunch of screenshots of old builds and it made me realize how much this game has progressed.
NiTL has come incredibly far from it's beginning as a simple 8-bit game, and as such, I'd like to thank all of the people who helped and continue to help me develop this game, with both technical and moral support.
I started making NiTL in Unity during the summer of 2015, I had no knowledge of programming C# nor at that point did I have any experience with Unity itself. With each technique in programming I learned while making NiTL, I improved and optimized the game as much as possible.
I actually tried one of the old builds of NiTL today, which are nearly a year old now. The gameplay is incredibly slow in terms of gameplay mechanics compared to the version now. But it was the groundwork and foundation for a much better version of itself. NiTL started out as a little Metroid-like made with Construct2 with a lot of potential, and thanks to a lot of hard work, it's a really good Metroid-like made with Unity.
After finishing the last of the new sprites for the player character, I was looking through some old files and saw a bunch of screenshots of old builds and it made me realize how much this game has progressed.
NiTL has come incredibly far from it's beginning as a simple 8-bit game, and as such, I'd like to thank all of the people who helped and continue to help me develop this game, with both technical and moral support.
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Evolution of NiTL |
New Builds:
Windows 64-Bit
Windows 64-Bit
Changes:
- All New Player Sprites
- New Player Hit Animation
- Fixed being able to fire while hit animation is playing
- Fixed aiming diagonal causing hit animation to bug out
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