About: Fishypants

Recent Posts by Fishypants

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.
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Sword Motion Trails

I know I said that Attack Actions are next, but I couldn't resist. Found a script to do motion trails off objects (weapons), so I rewrote it to work with our system and be more optimized. Ok, now its back to attack actions . . . just had to get this working cause it looked bad ass. 318513_292737060744213_178936055_n...

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...

Combo System

Hell yeah! I have the basis of the combo system in place now. You can equip different combo chains to the arrow keys and initiate a combo. Once initiated, you can press the same arrow button and start moving down the combo chain or you can press the other arrow buttons and mix and match the combos.
So for example I have Tornado Attack set to the Up Arrow, and Back Slasher Attack set to the right arrow. I press Up, Up, Right, and it does the Tornado Attack 1, Tornado Attack 2, and Back Slasher 3. Now, I need to make some quick test animations so we can test it out on a character.  I think this system will work well . . ....

Animation Blending

Got animation blending working correctly. W00t! Basically this will allow us to have a "running" animation but have it change slightly depending on what weapon we have equipped. This is important because since we are streaming the game, we need to cut down on how much data we have. By using blending I only have to make 1 running animation and then only have variations for what the arms are doing instead of completely new run animations for each weapon that you can hold.
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