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Weapon Alpha
#31
definitely needs emote portraits, this actually has me so hyped up for this Cute
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#32
(06-29-2015, 08:17 PM)Bombshell93 Wrote: definitely needs emote portraits, this actually has me so hyped up for this Cute

[Image: QJmNh1R.gif]I was planning on opening the target test with a dialogue like this, with mozgi taking on a glados like role.
thelatecommentandwelderbeingbrokentotallyAREN'Tajabathowlongitistakingmetofixthelasercode;-;
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#33
the text font is nice but it can be kinda straining to the eye, especially the lowercase m, u and all letters that lave 1px vertical strokes

it would be cool if you could keep the player and BG animations while talking though
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#34
(06-30-2015, 01:30 PM)Gors Wrote: the text font is nice but it can be kinda straining to the eye, especially the lowercase m, u and all letters that lave 1px vertical strokes

it would be cool if you could keep the player and BG animations while talking though
I'll try and work on the text then. And the plan is to get the animations to work like that, i just need to modify the script. Need to really study the whole thing and see where it is telling the game to pause. should be easy to remove and keep the animations once I find it.
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#35
[Image: 3VmVfPD.gif]Almost have these working! ....Is it bad that I keep coding the other parts I need for the game rather than immediately fixing the broken shooting animations...?
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#36
your priorities should be
mechanics > optimizations > aesthetics
so your best keeping to what your doing
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#37
(07-01-2015, 02:47 PM)Bombshell93 Wrote: your priorities should be
mechanics > optimizations > aesthetics
so your best keeping to what your doing

You'd have a point if the broken animation also didn't prevent from firing at any time other than standing still or walking right ;-;
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#38
well prioritize your core game mechanics, I personally always spend more time on the control of movement as its almost always more common than all other mechanics, but once your happy with how your player moves, you'd have to focus on the gunplay by the looks of the game your aiming for, what exactly is your issue with the guns anyway? what is stopping you from moving the player while firing?
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#39
I'm not really sure to be perfectly honest, it has to be some accidentally conflicting variables or something, or an easily missed syntax mistake. The fact that has to be some minor error makes it all the more frustrating to find and fix
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#40
the worst problems are always the small ones, you'll find yourself spending more time fixing the small stuff than building the big stuff in most projects XD its just how programming do
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#41
Would any one be able and/or willing to help me figure out why left ladders arent working properly? I cannot pinpoint why the code isnt taking...

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#42
I'm not quite sure what it is that isn't working from the gif, I'd recommend you follow these gifs with explicit information on what you want, want your getting and what you have tried to correct it, because all I can see is someone stopping at the top of a ladder and climbing above a ladder, both of which could be useful from game to game
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#43
Oh sorry! Let me break it down then.

When Valo is standing near the right side ladder and you press up, he turns off ALL of his normal movement and physics code and enters a ladder-code state. This makes him change his sprite to the climbing animation, and makes him unaffected by gravity. It also causes his object to snap into position.

When you try to do the same on the left, it causes valo to raise up before changing his sprite. You can notice this as the little hop. This is bad because the ladder code is set up to turn itself off and return you to normal-code state if your sprite ever stops being the ladder animation. So on the left valo is entering ladder state without becoming the proper image, and is thus booted out of ladder state immediately. However, valo is entering a slightly more correct version of ladder state when he starts climbing in middair from the hop, and thus his sprite changes. BUT this is not giving him the proper physics. If you look on the left, when i stop climbing(when his animation freezes) he falls back down.

This is very confusing because left ladders use the very same code as the right, with the only difference is that it is set to check for touching a left ladder instead of a right.

Also, you can keep climbing without being on a ladder at the moment simply because i havent set up any checks or events on what to do when you reach the top. It's not really a bug, it's just something that hasnt been done yet.


Can you offer any insight?
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#44
well its bad practice to use animation status to determine your player state, I'd recommend using a player_state variable, which will tell you whether your character should be idle, walking, running, jumping, falling, climbing, break dancing, baking a cake, smoking lots of weed, etc. and ofc use those states to determine the sprite / animation
I can't say for sure, but fixing this will make it easier to identify if and if so where the animation is being changed from climbing to something else, it also allows you to organize action modes via a single switch statement, much easier to sift through your code,
meanwhile check all your other left and right code and see if they differ in running or in air, etc.
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#45
Can you guys offer some Pro/con opinions? I feel ive spent enough time hung up on these ladders, and it might just be better all around to forego the wall-side ladders and just salvage the working code into traditional 'camera-facing' ladders if theres not enough pro bullets for keeping the side ones.

what pro/cons do you guys see?
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