Non-Named (More debugging) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Game Development (https://www.vg-resource.com/forum-129.html) +--- Thread: Non-Named (More debugging) (/thread-29415.html) |
RE: Non-Named (Engine testing phase) - Filler - 11-16-2016 Been fixing up some bugs. Decided that there should be a trigger to enable some sort of feature for NPCs to look at the player, so I did so. Gif is choppy as I lost frames for some reason. RE: Non-Named (Engine testing phase) - Gors - 11-16-2016 (11-11-2016, 11:22 PM)Filler Wrote: Ladder testing. Doubt much will appear in-game. But who knows? Helper character can babble on command while using the ladder if needed, this might be cut, though. you should make the speed slower when moving on the ladder to simulate change of height instead of just walking North. RE: Non-Named (Engine testing phase) - Filler - 11-16-2016 @gors. I actually did that, I posted a video example earlier. The movement slows down during the animation of climbing, and speeds up when the player has a dragging their self up animation. Sounds were also added, too. RE: Non-Named (Engine testing phase) - Filler - 11-16-2016 Since NPCs now have a look-at player feature, they now have a full rotation. Here's one of the only test NPC right now. RE: Non-Named (Engine testing phase) - Gors - 11-17-2016 the climbing animation is still too fast i think, slow it down. Climbing ladders are very tiresome in real life, you should at least represent it properly than make it a "different way to walk up on the screen" this, and of course make the girl's feet stop moving when talking RE: Non-Named (Engine testing phase) - Filler - 11-17-2016 @gors Like this? Reduced speed to 1.5/2 RE: Non-Named (Engine testing phase) - iyenal - 11-18-2016 Do you can implement text speed curves to be more realistic ? RE: Non-Named (Engine testing phase) - Filler - 11-19-2016 Fixed up movement issues with ladder climbing. @iyenal What do you mean? RE: Non-Named (Engine testing phase) - Filler - 12-08-2016 Sorry for not posting for awhile. Been working on game writing. Plus, got the winter flu. Anyways... Decided that maybe, it would be better for feet behind to be a shadow? Makes it easier to see the silhouette on faster moving animations. RE: Non-Named (Engine testing phase) - iyenal - 12-08-2016 (11-19-2016, 04:46 AM)Filler Wrote: What do you mean?(Sorry for the long wait, I didn't saw your reply) I mean a curve like this: But where are the shadows ? RE: Non-Named (Engine testing phase) - Gors - 12-08-2016 i dont think games need that kind of curve for narrative, no games that i know of do that. RE: Non-Named (Engine testing phase) - Filler - 12-08-2016 @iyenal, Used a character with black shoes. It's sorta hard on that. but here's an easier example. One on the right has shadowed back-feet as an example. @Gors. I agree. It would be possible with some tinkering. As second list could be stored for text speeds on certain areas of text, but that would only be used to enhance reading/character. Such as adding a delay for Talking. Like. You're. Annoyed. And such. RE: Non-Named (Engine testing phase) - Filler - 01-08-2017 Update time! -Following characters pathfinding is pretty much final. I really have no intents to update it at all, as it seems to work fine, now. (Ladders MAY be edited up, though, as there's an odd jump when leaving them). This was mostly by changing how it should stop following when the player is colliding with walls and objects since now it uses a list based format of the player's position, and there were times where the two would clip and merge into together. -Some minor touch ups to animations, nothing major, but eh. Animations for walking also now stop when the player is colliding into a wall, just as an extra touch of detail. -The inventory screen has started development, you can load up the menu and such, but nothing has been made intractable, yet. -Various map objects are now going to be intractable, some have been started to be working on. Due to a minor bug I didn't catch before updating the game, map objects have shadows like NPCs, can be see on the left desk with the TV. -Game's rough story outline is almost done, major writing will be finalized soon. Came out far longer than I expected. -(Not shown) Title screen has been removed to fit the game's logo in with the introduction animation. Due to this, the file select will be merged with before -gameplay options and other features. If this link doesn't work, I'll find a new host anyways. Flash link below. (Note: You might need to refresh the page if it fails to load, it can also take a bit, too) Here RE: Non-Named (Engine testing phase) - iyenal - 01-11-2017 I want to see TV ! My favorite broadcast will came ! RE: Non-Named (Engine testing phase) - Filler - 01-14-2017 Possible Battle menu mockup it's pretty complex (and ugly) for now, so I might as well explain what's happening: Left box
Middle box
Right box
*General notes. There's a maximum of three party members a battle, you'll be able to chose who in the party menu. Since you can have more than three. Backgrounds (this one is a placeholder) are dependent of the area you fought them, and will mostly be generic backgrounds. Forest, Streets, and whatnot. A GUI redo is needed, though. |