Developer of Roarr! The Adventures of Rampage Rex. Trying to atone for my gamedev sins.
Guess 30+ years of C-based programming is a hard habit to shake.
Guess 30+ years of C-based programming is a hard habit to shake.
IN
-regular
-jump
-charge
TO BE DONE
-spawned entity (damage/DOT/CC)
-shot
-weapon/item throw
-grenade
-shield/defend
-extending hitbox
-active multihit
-grapple/stun
-throw
Time for the spawned entity type.
IN
-regular
-jump
-charge
TO BE DONE
-spawned entity (damage/DOT/CC)
-shot
-weapon/item throw
-grenade
-shield/defend
-extending hitbox
-active multihit
-grapple/stun
-throw
Time for the spawned entity type.
As far as multiple hit attacks go, I'll have the flag reset over course of the animation.
As far as multiple hit attacks go, I'll have the flag reset over course of the animation.
That meant that I could have hitbox collide with hurtbox outside of Z-check. Another 2D beat em up quirk.
That meant that I could have hitbox collide with hurtbox outside of Z-check. Another 2D beat em up quirk.
I now have a bug with Octis sliding when entering idle state that wasn't there earlier, but the new architecture is way more customizable and less spaghettified. Good shit
I now have a bug with Octis sliding when entering idle state that wasn't there earlier, but the new architecture is way more customizable and less spaghettified. Good shit
So I wrote it down as a UML to wrap my head around it and did a tiny bit of refactoring. Now looking at it pains my soul bit less.
So I wrote it down as a UML to wrap my head around it and did a tiny bit of refactoring. Now looking at it pains my soul bit less.
What I ended up doing is spawning a particle prefab at the same Y position as the enemies for sorting purpose, but its internal sprite node gets a Y offset
What I ended up doing is spawning a particle prefab at the same Y position as the enemies for sorting purpose, but its internal sprite node gets a Y offset
The idea: pick a random point to scatter towards, and then shorten the vector between it and attack position depending on desired aggro level, allowing for quick transition into attack mode.
The idea: pick a random point to scatter towards, and then shorten the vector between it and attack position depending on desired aggro level, allowing for quick transition into attack mode.
Managed to compile this dungeon crawler made in a "7 games in 7 days" solo jam in 2014
Yes that is a Thong Goblin.
#gamedev #indiedev #gamejam
Managed to compile this dungeon crawler made in a "7 games in 7 days" solo jam in 2014
Yes that is a Thong Goblin.
#gamedev #indiedev #gamejam
My reality split asunder! Desire to learn more intensifies!
My reality split asunder! Desire to learn more intensifies!
The preprod period is coming to an end. Time to evolve the concept and make something awesome.
#gamedev #indiedev #godot