Thursday, 9 November 2017

Week 12

Week 12

Finished Matilda's idle animation

This took longer than I would have wanted. I guess with less movement comes less room for errors. While it isn't perfect, I can't afford to spend time nit picking small problems. It works and that is what is important. Besides, most of the little problems that irritate me probably can't be seen in game.

Should I put a wind up period in the jump to make it more clunky?

I think this is a good idea as it would make the environment feel that much more oppressing. If the character is difficult to control, everything suddenly seems a bit more threatening. I got this idea after play through the Resident Evil Remaster Remake. While the enemies are simple zombies that would just be bullet fodder in most game, the fact that Chris Redfield and Jill Valentine are so clunky to control means that the zombie pose an actual threat, only made worst by the shortage of healing items.

I think this could work in my game but I need to be careful not to make it an annoying aspect of the game.

Crow animation under way.

Rachel doesn't like the naming of the sprites, not my fault. The computer tagged on the long names. Looking for a way to change them.

White lines - Tick box

I had a problem with white lines appearing around my sprites. This was due to transparent pixels being read as white pixels. While I still don't fully understand the problem, I know it has something to do with alpha channels. The problem was fixed by going into the advanced settings and ticking the box "Alpha is Transparency". All the stuff on the web about the problem was point less as it was about a long a complex system of custom plugins and hours of work.

Moral of the story: I hate tick box problems...


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