Guys, let’s try to keep things calm.
We are a team, so pointing these things out doesn’t help ._.
Sorry
That’s what I meant to say
I’ve been experimenting with obfuscating code and seeing if performance improves
Spoiler alert: It barely does lol
I’m trying to get it to run faster
It’s ok, words don’t affect me
Now, let’s focus on other stuff. What happened can’t be changed, but can be ignored
Maybe add rules to this collab in specific?
Alright everyone, I’m afraid I have to step in here.
For some reason, this post and several other posts on the forum have devolved into personal attacks. This is entirely inappropriate for the forum.
I do not care who “started it”. This forum is designed for collaboration, help, and community building, not bickering.
@Jovanny and I will be closing topics, and removing posts unrelated to collaborative content, legitimate critiques of work posted, or non-Wick Related posts if necessary. This post is no exception.
Remember Rule 1: Be Kind.
i prefer the original one though. the one-liner is incredibly confusing and it would be hard for many people (like me) to understand. it has been running smoothly for me either way, so i think it’s fine to have the not-one-liner.
okay i think i can call this 1.2.0.
someone, please start off with the attacks or something like that. make each character do something different. or at least make a proof of concept.
FFR 1.2.03-21-2021_19-59-35.wick (29.3 KB)
because if it does I can make the art for some of them
Sure, @gamer_boi you can go to the old ff topic to find them and draw them up
On the otherhand, @Hamzah_Alani (nice pfp), @pumpkinhead @gamer_boi if any of you have to the time to start working together it’s now
The base has been finished, now for the second layer
I’m still waiting for something i could do, no rush, i just really want to work on this.
um, obfuscated code doesn’t run faster, it just makes the code harder to read. the definition of obfuscation is to make something confusing.
I meant compression sorry
oh, well you probably shouldn’t do that since it still kinda makes the code harder to read, and that doesn’t help when you have more than one person working on it since they need to read it:
anyway i’m going to make the attack system later today
Yeah I realize this. Sorry
Quick question: will any of the attacks be projectile? Because I can make a raycasting engine for it
there may be projectile attacks, but raycasting isn’t needed for projectiles. only if it’s like a hitscan like for example from a gun.
Okay but if there are guns just tell me
i’m sure it can be. depending on how pkhead codes it, it might act differently, but the easiest method (in my head) is to make an animated clip with a bullet, and it moves inside the clip. the clip itself stays still, but since the bullet inside the clip moves and the hitbox moves with it, it should work.
or you can code x and y velocity to it.
and for pkhead, you might want to add knockback and recoil as an option for all the attacks. (and if it’s a lunge or dash attack, recoil would technically be negative)
Also good luck on the attack system