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Thursday, May 15, 2014

Enemy Collision Handling


     A problem I've had for a while now is a glitch where you can run into an enemy from the side and push until you clip through them. After that Clover's collision stops working and you can run through everything like a ghost. To fix that I needed to change the way I approached enemy collision boxes.

    In a way similar to how walls work there is an outer layer that prevents sprites with smooth translations from doing so (to avoid wall clipping). That layer is it's own object that recognizes if you are in battle, and if so, it activates the same properties as a wall. Under that layer is the enemy hitbox where it can damage you or you can damage it (assigned with an elemental tag that causes status effects). Just underneath that layer is the character controller collider. That's the one that makes the object move and keep from moving through other solid objects.

     With this setup I no longer clip through anything when running about. I still have to test  how enemies interact with each other and the environment, but things are looking hopeful right now.

More details on enemies when I finish the current two.

Wednesday, May 14, 2014

Gushing About: Gunstar Heroes


     For those unfamiliar, Gunstar Heroes is a game full of explosions and  stunning 16-Bit visual effects. For those who are familiar with it, you probably know the excitement I'm talking about when I recall playing it for the first time. I played this at a friend's house in 9th grade on the Wii's virtual console and my jaw dropped as I realized such an awesome game has been out of my life despite being around when I first discovered Sonic.

Tuesday, May 13, 2014

Getting The Decoy Spell To Work


     One of the more complex spells in the game is the Decoy spell. It summons a hologram-like turret that shoots spells in the direction it's facing. Getting this thing to work properly was a lot more challenging than tossing out a fireball.

Monday, May 12, 2014

Level 1 Spells in Action


     Now that all the spells are finally coded I can show you what they look like in game. Keep in mind that the game is still in development and I'll be touching up the spell sprites and animations a lot as the summer goes by. For now, I'm happy with how they look. My next step is adding little effects like flame particles shooting out when the Pyre spell blows up and little lightning bolts for the surge spell. I'll also need spell icons for each to make the action button and spell summary page look nice.

Check out the video on YouTube!