Day 6 - Todo List update
Brilliance & Gloom Ver 2.0 » Devlog
[11:00am]
So no new update with the animation issue from yesterday, so giving that one a break today ( family gathering ).
TODO LIST for the next 12 days ( only 12 days left on eval license )
- Edge detection blocks near holes/water
- Player/Enemy swing attack animations ( player sprites might need to be completely separate at this point give the issue currently have )
- Main Menu scrolling with transition
- Death mechanic
- < Esc > menu
- UI Stats ( HP, coins, etc )
- Inventory UI Menu ( Quickmenu on bottom on screen )
- Introduction to collectables
[1:10pm]
WOOHOO! figured out my stupid code bug issue with the sprite swapping for main player.
here is the updated [STEP] code for the animations
// Animation
if (!place_meeting(x,y+1,oWall))
{
if (place_meeting(x,y,oShadows))
{
sprite_index = sDarkPlayerA;
image_speed = 0;
if (vsp > 0) image_index=1; else image_index=0;
}
else
{
sprite_index = sPlayerA;
image_speed = 0;
if (vsp > 0) image_index=1; else image_index=0;
}
}
else
{
image_speed =1;
if (hsp == 0)
{
if (place_meeting(x,y,oShadows))
{
sprite_index = sDarkPlayer;
image_index=0;
}
else
{
sprite_index = sPlayer;
image_index = 0;
}
}
else
{
if (place_meeting(x,y,oShadows))
{
sprite_index = sDarkPlayerR;
}
else
{
sprite_index = sPlayerR;
}
}
}
Brilliance & Gloom Ver 2.0
| Status | Released |
| Author | Grimland |
| Genre | Platformer |
| Tags | 2D, luxjam, Singleplayer |
| Languages | English |
More posts
- Day 5 - TroubleshootingMar 15, 2020
- Day 4 - More enemiesMar 13, 2020
- Day 3 - AnimationsMar 12, 2020
- Day 2 CompleteMar 11, 2020
- Day 1 in the bagMar 11, 2020
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