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Showing posts from March, 2022

Blog Post 5 - Ethan Shiota

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Progress Update During the time between today and the last update I have worked on several things focusing mostly on making characters ability's more readable through the use of particles.  Completed:  Fixed a bug in gloopy where his spin attack would not hit player two. ( https://trello.com/c/oy8oZV59/73-fix-gloopy-thing) Expanded the capabilities of the damager script which which when attached to an object with a collider makes that object do damage and knock back. Knock back is now calculated as a line between the colliding objects centers. Also a vector can be supplied to make the knock back go in that direction, if this value is null the center knockback calculation is used.  ( https://trello.com/c/2edsgESx/64-hook-mechanic-begone) Learned the particle system which can be used to greatly improve the player experience. This took most of my time as I also changed some things in scripts to make particles activate.  Added Jump particles to show when each j...

Blog Post 5 - Ben Daniels

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 These past two weeks, I made an ungodly amount of art, finished coding the fourth character, and fixed some bugs.  Completed: All coding for 3rd character, Murray, done (https://trello.com/c/bSgd8Nff): Murray Sprite (I am considering his concept art part of the animation task since the base state is an animation Punching consists of a new script that launches a bullet that does knockback A1: Switches the controls to flight controls, allows for aerial movement for a duration while still letting the player use abilities A2: drops a bomb that does large damage and knockback A2 A3: rapidly fires bullets for a short period All animations done for every character (https://trello.com/c/k2KGM8Q2):  FSM (finite state machine) copied into Flamie, Terrario, and Murray   for some characters alterations were made to exclude certain cases, for example, Flamie doesn't have a punch animation since it looked well without it              ...