Category Archives: Game Development
Still working on attacks …
Still working on attacks . . . I think I'm close to having the coding done. Then its just making quick animations to test them out with. It's proving to be a little more difficult than what I originally anticipated. My new thinking is to use normal code for the player movement, then use coroutines for attacks. Having everything as coroutines is fine, but it gets tricky when things need to interact with each other. And since coroutines operate outside of the main game loop, trying to keep the movement smooth and accurately detect key input proved cumbersome. New system seems to work good, just doing some preemptive bug squashing before jumping on animations.
...Sword Motion Trails
Player Movement + Coroutines
Got the player movement all converted to Coroutines! Now it looks . . . exactly the same as it did before . . . lol. But in the backend its much better and easier to setup. Also, I inadvertently fixed one of the last bugs in the movement code. Before if you were standing on an edge of a ledge (like in Lobby D), and if you pressed a direction and jumped at the same time, you should have jumped in that direction off the ledge. Before it would default to run so instead of jumping off, you would run off the ledge. Now it correctly jumps off in the direction you press. So that's bad ass. I think all the bugs are fixed now in the movement code.Now I need to restructure the...