cant we just have it so one person animates the scene? it sounds like you are overcomplicating things when one person could just animate it.
its hard to replicate styles
i mean like the person who owns the OC animates the object being lift up and the OC
Nevermind, we aren’t really focused on the animation anyway for now–
We should just continue working for the most important things for the game (coding, art, story, controls etc.)
I just thought in my opinion that it would sort of be a problem in the future because I couldn’t imagine one person animating entire cutscenes for the game. (That would be an actual nightmare)
I guess I’ll mark the task of making peon as completed,
now … We need to figure out how our buttons are gonna work since, let’s face it, it’s extremely awkward to have your attack button so close to your movements
Sorry bout that… I’ll fix the “'can’t see past wall” thing somehow. I’ll add the charge thing after and have Peon hurt the player at some point, too.
And regarding the buttons… What if…
Don’t feel sorry, I just needed something basic, and the both (?) Of you delivered, well done :)
That could work in the world of not-so-surious couch multiplayer, but I think that normal multiplayer and single player deserve more … Individual controls for attacks and movement respectively
Just from looking at your suggestions you’d have to send your pinky all the way to control to crouch only to miss and start and hit shift and attack instead,
and while there is the argument you can use 2 hands, your right hand on attack and crouching and your left on movement. However having your right hand do movement is a EXTREMELY rare sight to see in games, and isn’t the most mentally comfortable :p
Below is a picture of me trying to crouch in a different game I own, team fortress 2
(I have since moved crouch to Q, since it allows me to hold it down for long periods while also not really limiting my fingers movement on awsd)
Let’s not bind anything to CTRL. We don’t want players accidentally closing the tab trying to press something while jumping (ctrl+w). And player 2’s position is pretty awkward one-handed.
We could also have controller support. (I don’t actually have a controller I can connect to my PC but I can probably turn my phone into a virtual one.)
Idea:
bus level: this is 2 levels combined - inside and on top - inside phisics are normal but jump is restricted. on top if you are in the air then moving the way the bus is moving in midair will reduce your forward movement speed and moving the opposite way in midair will increase your movement speed
on top of the bus
in story mode:
in story mode you are riding in the bus trying to get away from the corruption and then a corrupted person attacks you, when enemy is at half hp the enemy moves to the top of the bus and fight continues on top.
Looks good, although that would mean we’d have to change the google document. (I haven’t really been in google docs much, so I don’t know much of the story for Forum Fighters, but the story has most been worked on if I’m not wrong)
That is actually somewhat smooth. Don’t know how, though.
I FINALLY DID IT!!! I FINALLY DID IT!!!
I’m still yet to have the player get hurt though.
edit:
okay well they now get hurt when colliding with peon in their “chase” state.
The player’s attack’s get cancelled when getting hit.
But they clip through the floor while simultaneously doing down air and getting hit by peon.
basically if the velocity is big enough to clip through the floor, and the player get’s hurt, they clip.
I also had to change a thing about what happens when the player gets into hurt state because weirdly the player’s aren’t registering the nextSTATE
when getting hit by peon (or at least I think that’s what was happening.
Nightly Build
FFR 1.5.1 - Nightly 7_14_20227-14-2022_14-05-15.wick (2.7 MB)
Excellent work @KringlePrinkles :D that’ll work as some grounds to start future enities!
Also, i forgot who was the one that made the optimization for game and didnt implement it yet. who was it? we should add it asap :)
@pumpkinhead did.
There’s a problem, @mlgcoolguys_1: it’s a fork of the Wick Editor he made that allowed such optimizations, and we don’t know if his fork is allowed to be used or merged yet.
I see… I’ll go check up the rules to double check.