was thinking of making an options menu for volume and save data controls
High vol: 1.0
Medium vol: 0.5
Low vol: 0.1
Mute: 0.0
chough chough
Oh well good luck!
tried to make it so that you couldn’t move while you were hurt. in the real game it won’t be 5 seconds of being immobile, i just exaggerated it, but with the previous version, you could move around and attack even while you were hurt, and that doesn’t make a whole lot of sense.
the issue is that i only managed to do the left and right movement. jumping and attacks are still normal and for some reason i can’t get it to work.
you can check line 307 for an example.
FFR 1.3.25 v35-4-2021_9-20-49.wick (613.0 KB)
That is due to the else in line 331. It is conflicting with your logic, sending the char animation to be idle just before the jump check.
ok, this should work now. for 15 frames (the default from before), the player can’t move when hit.
FFR 1.3.25 v45-4-2021_17-02-41.wick (613.0 KB)
actually baron can we make this a stat instead?
instead of having all weapons do 15f of stun we can just make it a weapon stat.
when friday i will revel my plans about weapons
yes, that’s probably going to be the plan.
Finally the intro is changed up… gosh…
So our file increased so much in size. I tried to use the .ogg audio format (in its lowest quality too). It’s still a little big unfortunately.
So what’s new?
Honestly not much, all I did was add the intro and title art screen. It took a while, but I’m pretty proud of the mock-up!
It has an intro Splash Text that I added to make it less empty, but also because I liked to add it. If you guys have any better ideas to replace them feel free! The array is inside the Intro anim object.
You can see some of the intro splash text here (is that what pkhead calls them?)
I also kept the code for the other audio method in there because I’m not sure if I wanted to remove it.
Bad news though: I accidentally caused the clone-not-disappearing bug to happen again during my attempts at ‘optimization’…
sorry…
3 light-weight placeholder Hit sounds that I don’t know how to play.
I do wanted to have some kind of auditory feedback, and I want to worry about the hit effects next time.
I want to figure out the code later, but you guys can handle that since it’d be unproductive of me to figure it out again.
if (project.player.isHurt){
//TODO- addplay placeholder hit sounds
playSound("Squeak Hit Attack 1.wav");
}
Meanwhile I added a hittime variable that stuns the player for a certain amount of frames (like what Baron mentioned here:)
I was planning to add that to Baron’s code for stunning players but I’m feeling both lazy and busy at the moment. (I did attempt it, but I didn’t know what I was doing so it didn’t do anything.)
The variable is only added to the "normN_Atk", since I was thinking of testing it.
...damage: the damage
hitTime: how long the player is stuck in the hurt frame
knockbackX...
And I think that’s all!
…ah right, I added a new transition fadeWhite_quick
that i used for the intro and the winner screen.
That was all: a small update, but a nice one nonetheless. I think.
FFR 1.3.26 (intro update) f.wick (1.1 MB)
dev team names…
How about we just put ALL of our names in the intro.
i can try to pull that off… hopefully
I just gave the text “Team Name” because I don’t know nor did we agree or discussed what to call ourselves. So…I beg of you please don’t do this:
We have the credits section for that.
looks like i have some thinking to do for names
Edit: i tried experimenting with adding the old ff background to the menu and it turned out semi good.
FFR 1.3.26 (intro update)5-6-2021_20-22-20.wick (1.1 MB)
it looks alright, i just look like I snapped my neck or something. and it doesn’t seem like a fighting game anymore now that 3 of us are just… there. vibing. with no ambulance to get me to a hospital to fix my neck.
jokes aside, it feels like, and it is, a drawing made of 95% brush. it doesn’t feel very professional. it’s not bad, never said that, but it could be better.
also who bumped the fps to 35, it was supposed to be 30…
I will fix it up in a patch, but I also have nothing else to do, so I might as well find something:
so I tried to use images to improve performance, but Wick Editor didn’t run that nicely. So I reverted back to Watrmeln’s patch and it still ran smoothly, which I found pretty funny .
exams are over!
now back to work
- design newer Tryobyte
- explain atk systems
0 voters
now, what should I do first?
Hey curious question: I exported and played the html version and it is very zoomed in for some reason (I tried to make the camera inside the clip the same size as the stage, but that did nothing)
Meanwhile I learned that the audio itself wont play if I’m not focusing on the tab. Just two things I’m wondering about.
meanwhile I added a patch where I just made the intro animation less empty and replaced the title screen.
FFR 1.3.26 (intro update v2).wick (1.0 MB)
made a few small changes to make it look more active overall in minor places.
FFR 1.3.26 (intro update v2)5-7-2021_8-02-31.wick (1.1 MB)
Also UH OH BUG ALERT!!!
When switching buttons too fast on the main menu, the tv doesn’t change and stays on the tagline.
came up with some possible devgroup names too
- Chameleons with Keyboards
- TeamCandle
- OutOfSteam
0 voters
Don’t worry about that partner,
I did the group thing awhile ago.
I just called us “out of steam”
Can you guess why?
Also 2 things
- I’m making a mini wick project on the atk systems to better visualize it
- @awc95014 how is that ai you said you would do is going along?