Devlog #3
I found a nice solution to the above. I kinda went with the queue...but at the same time the "if( (passFrame && frame == #) || !passframe)"...? Basically, I just made an EventQueue which events "respect" (?). The queue basically gives them permission about whether they're allowed to execute, are suspended and thus should skip a frame, or should be ignored and not do what they wanted to do. I made a small wrapper function in lua which referenced the queue and passframing works as it should now =p. I only wrapped functions that made a change to the game or character. I didn't wrap conditional events or events that returned information. Lua can be used like lua so there was very little loss and headache over supporting passframing which surprised me a bit (and at the same time didn't?)
If you have a subaction that you would like to pass frame to, then there is a little bit you have to do to ensure it passframe right. However, it's no big deal and very minor. In the end, I'm happy with the solution.
Just so I have a few gifs showing the 2 moves I've began working on:
GIFS
This one is just to show passframing visually.
GIFS
I'm a bit tired of working on the moveset system, so I'm going to focus a little bit on the HUD over the next few days.
PS. By the way, heres what I use to make the gifs: http://www.cockos.com/licecap/
I found a nice solution to the above. I kinda went with the queue...but at the same time the "if( (passFrame && frame == #) || !passframe)"...? Basically, I just made an EventQueue which events "respect" (?). The queue basically gives them permission about whether they're allowed to execute, are suspended and thus should skip a frame, or should be ignored and not do what they wanted to do. I made a small wrapper function in lua which referenced the queue and passframing works as it should now =p. I only wrapped functions that made a change to the game or character. I didn't wrap conditional events or events that returned information. Lua can be used like lua so there was very little loss and headache over supporting passframing which surprised me a bit (and at the same time didn't?)
If you have a subaction that you would like to pass frame to, then there is a little bit you have to do to ensure it passframe right. However, it's no big deal and very minor. In the end, I'm happy with the solution.
Just so I have a few gifs showing the 2 moves I've began working on:
GIFS
This one is just to show passframing visually.
GIFS
I'm a bit tired of working on the moveset system, so I'm going to focus a little bit on the HUD over the next few days.
PS. By the way, heres what I use to make the gifs: http://www.cockos.com/licecap/