Devlog 6
The particle system now supports a BaseAlpha (starting Alpha), scale and offset "simulation?". Just like how position is affected by velocity which is affected by acceleration, scale and offset (and rotation) also have their own velocity and acceleration. In the gif below, you should now be able to see the brick pieces shrink as they fade. The smoke puff now offsets as it rotates which creates a subtle swirl effect.
GIFS
I edited the camera shake so that it no longer lerps from the "shake" values. Imo it looks better.
Subactions now support multiple event Lists =O. It means nothing to you guys right now though heh. Basically, it just allows me to create parallel ... event lists ... for a subaction.
Code of the attack gif below in spoiler
Which produces:
GIFS
I also spent a good day or two doing some memory optimizing. Not much to say here. I just used a good ol profiler and looked for memory leaks and garbage and got rid of most of em. Animation datas are preloaded once, cached, and then deep copied (animations are shallow copied) when asked for. That means that I'll no longer load the same 900+ block animation datas for that block debug level somewhere above but instead just create copies for it which means faster loading and less garbage....
I also got the slope rotation stuff fixed... Not much to say.
Cam wanted scan lines so:
GIFS
--------------------------------
Edit: Mit wanted to be able to do the hammer spin in air + a small boost:
GIFS
-----------------------------
PS. -Everything- is placeholder. I'm still doing the core coding stuff. Once that's done, we should be able to actually 'start' the game and it should pick up speed a bit.
Comments are welcome. If you have any questions about how some things work on the coding side, I'd be happy to explain.
The particle system now supports a BaseAlpha (starting Alpha), scale and offset "simulation?". Just like how position is affected by velocity which is affected by acceleration, scale and offset (and rotation) also have their own velocity and acceleration. In the gif below, you should now be able to see the brick pieces shrink as they fade. The smoke puff now offsets as it rotates which creates a subtle swirl effect.
GIFS
I edited the camera shake so that it no longer lerps from the "shake" values. Imo it looks better.
Subactions now support multiple event Lists =O. It means nothing to you guys right now though heh. Basically, it just allows me to create parallel ... event lists ... for a subaction.
Code of the attack gif below in spoiler
Which produces:
GIFS
I also spent a good day or two doing some memory optimizing. Not much to say here. I just used a good ol profiler and looked for memory leaks and garbage and got rid of most of em. Animation datas are preloaded once, cached, and then deep copied (animations are shallow copied) when asked for. That means that I'll no longer load the same 900+ block animation datas for that block debug level somewhere above but instead just create copies for it which means faster loading and less garbage....
I also got the slope rotation stuff fixed... Not much to say.
Cam wanted scan lines so:
GIFS
--------------------------------
Edit: Mit wanted to be able to do the hammer spin in air + a small boost:
GIFS
-----------------------------
PS. -Everything- is placeholder. I'm still doing the core coding stuff. Once that's done, we should be able to actually 'start' the game and it should pick up speed a bit.
Comments are welcome. If you have any questions about how some things work on the coding side, I'd be happy to explain.