Friday, May 16, 2014
Scrapped: Subtle Bouncing
A very annoying and game-breaking bug came up yesterday. It allows you to walk through any solid object if you push into it for a second. To get around this, I spent all of yesterday rethinking the way I do collision and went back to the problem I had months ago. In the end, the answer was obvious (like always) and I simply needed to get rid of a polish effect.
There was a subtle bounce movement when Clover ran that make her gallop feel more natural, but that movement pushed the sprite just enough to clip through walls. I tried putting protective fields around everything to turn off the bounce when near something, but Clover's collider ignores it. In the end, it just needed to be scrapped. I'm really sad to see this nice touch go, but I'd rather have imperfect character animation than a broken collision system.
Tags:
Code,
Equica,
Scrapped,
Unicorn Training
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.
Tags:
Code,
Development,
Equica,
Unicorn Training
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