Pass through platforms and moving platforms
A good amount of progress was made this past week on the base framework of the game. I made the player state machine more robust in order to implement platforms that the player can jump trough from bellow, and fall down from above if they wish.
Another staple of platform games, moving platforms were also implemented. It can't really be seen in the video, but the physics interactions of the platforms and other objects turned out quite well, and will help me design some nice puzzles and challenges once I start creating the proper levels.
Also I updated the sprites of the basic enemy, and worked more on it's basic AI. I can now set their life and defense values, and they can now have different types of behaviors such as just wandering about or chasing the player. It even does a simple trick now where when it sees the player coming towards it, it turns into a ball to hurt the player.
Overall, lot's of "backstage" progress being made, and I'll keep up the pace!
Looking pretty solid, my man.
ReplyDeleteLittle nitpick; I feel like the jump needs a little frame or two of "wind-up", feels too much like she just starts flying, and less like she's actually jumping. I'm no expert on sprite animation but I feel like 1-2 frames would be enough to convey that motion better, 1 kneeling frame, 1 frame with legs stretching. I know its a nitpick but I think selling the jumping-motion better will go a long way of making platforming more fun
Fair point. I'm already going to redraw frames of other animations and adding some pre-jump frames would be simple. After I flesh out more core systems for the prototype I'll play around with it.
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