Second control test testing double swing.
Test 2
In general, if something looks wonky, you can assume it wont be that way in the actual game.
Speed would change based on the weapon, but there would also be ways of speeding up attacks with abilities or items since it's done in code.
Still not sure which I'll go with between this and the single swing. Haven't animated jumping variation yet. Also made it so blocking is faster when done during an attack so that parrying and the like will be possible.
Anyhow, will be moving in a day or two now. Will be glad to have the whole thing over with.
Sunday, April 28, 2019
Tuesday, April 23, 2019
Control test
There's no gameplay yet, but because I said I'd update the game before it's in a "complete" form, I figure I may as well let you guys test the controls as they progress.
The control test can be downloaded here
I ended up going back to a single swing attack, added blocking, as well as a back and forward dash.
I'm still thinking about what the default controls will be, since there will also be
- Spells
- Picking up and throwing objects.
I could technically do away with the back dash entirely if I feel like it's a waste of a button. Forward dashing could technically fill all the same roles, although double-tap dashing back and then attacking forward would be more difficult than backdashing and attacking.
Alternatively, the back dash could be done by pressing down + a direction, and blocking could ignore facing direction, but if anything I think that might feel off.
Life stuff
Medical procedure went okay so health is better for now.
Will be moving in a few days. Once I've moved in to the new place I'll go back to working on my current main project, with the ongoing one on the side. In the past few days I've been doing stuff here and there for the ongoing game between moving stuff since it's mostly quick and easy stuff, in the beginning.
Thursday, April 18, 2019
Attack frames
Had the urge to work on the attack animation. There was something I wanted to try, and while I'm not fully recovered yet, working is a lot easier than packing, for now.
Anyhow, the other day I posted this attack animation that I made for the ongoing game. Basically it would be used for every weapon, with different weapons being drawn over the frames, and different speeds being used for different types.
Problem is it's a lot of frames (9, not counting the idle frame). Because I have to do a sprite for every set of clothing, it's best to limit the number of frames. I also started to think that it might be a bit boring to just have a single hit attack.
So I tried animating an alternative mockup, with the goal of #1 limiting the frames, and 2# making it a multi hit that could loop.
I managed to get it down to 6 frames, where the actual animation would be done in code, and frames are re-used. The weapon animation itself would then be more frames than the base animation.
Depending on the weapon, the swing can also be slightly different, using the same frames.
I may also add other attack frames that can be used to for special attacks. I could probably get away with doing 1-2 frame attacks that use the attack animation's startup and ending frames to smooth them out.
Anyhow, that's all for now.
Sunday, April 14, 2019
This month
Some status updates.
Had a medical procedure done at the beginning of this month that took me out of commission. If you've tried to contact me in that time and I haven't responded, I apologize. I'll be going back over messages and such.
I'll be moving near the end of this month, so once I'm able to move around more (hopefully in a few days), most of my time is probably going to be taken up with packing, so it's unlikely any work is going to get done this month.
FetchApp stopped accepting my (still functional) credit card for some reason, so the games can't be purchased on my site at the moment. I'll be contacting my bank to see what's up and get that sorted out soon.