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I had oatmeal with programming for breakfast

Found a band-aid for the player-bouncing thing. Still not sure why it happened, but made it stop. That bit with the updraft, too. It turned out to be not at all related to the bouncing; I suspect that I have a misconception about the use of particle effects in this engine, but I still made it not happen anymore. The charging behavior for the boss turned out to be way easier than I was expecting; not sure why I put it off so long. Implemented the sake-inventory thing, too.
Upon thinking that I had finally eliminated all bugs, I decided to play through with god-mode turned off to see if I needed to place more sake bottles around the level. I discovered several problems.

Bugs:
1) Thugs don’t get close enough to attack, since I implemented that “don’t stand on top of the player” behavior.
2) The samurai, for the most part, just jumps over the player instead of attacking him. I’ll need to figure out a different way to control the probability of his jump.
3) The player’s sword doesn’t have a time delay on it, so you could conceivably click on the samurai really quickly, before he even got the chance to attack you.
4) I’ve got a feeling that this bug has always been there, but only shows up every once in a while. Something happened when the boss charged at the player and threw him into the firepit; the player seemed frozen, and wouldn’t respond to any keystrokes. I’m not sure if he was stuck inside that little black block by the firepit, or if something happened and his “set ignoring input” never got turned off after the throw.

Features:
1) Sword angle placement
2) Angle limiter (I tried this briefly, it’s not going to be as easy as I first thought)
3) Change cursor to indicate enemies-in-range
4) Dead bodies when enemy killed
5) Invulnerability after being hit (this should go hand in hand with the sword delay, I think. In fact, instead of a sword delay, I should just give the enemies the same invulnerability after *they* get hit

So, the new EXE is based off of all this. It works splendidly so long as you play with god mode. I’ll get to the rest later. World cup game today, USA vs. England, I might take a break from coding to watch it.

That’s one hell of an updraft

Got all those problems fixed, and took care of a few more. Namely, the behavior of all the enemies has been fixed, including that annoying bouncing-after-being-tossed thing they did. Now I need to make it so that you can’t throw them straight down, since they’d disappear almost immediately.
Also, the boss fight is buggy. Actually, I guess that’s the only bug right now, though I can’t tell how extensive it is. I tried to use the same anti-bounce method on the dude after the Boss Stage 1 tosses you, but it doesn’t seem to work at all. While testing this, I noticed that occasionally, if you get tossed into the fire, you’ll just drift up on the smoke until you end up in the (locked) room with Emily. I can’t see any reason that this is happening, and I’m wondering if I could make it stop if I could manage to conquer the bounce once and for all. I uploaded a new EXE anyways, since this version is working slightly better than the last one. So:

Bugs:
1) Updraft / Bouncing during boss fight

Features to Add:
1) Charging of Boss
2) Sword handle placement
3) Angle limiter to prevent you from throwing enemies straight down (unless you’re in the air)
4) Sake added to inventory for use at a later time
5) Change cursor to let you know when an enemy is within range of your weapon
6) Dead bodies appear at point of enemy’s death (not a priority)
7) Invulnerability within 1-2 seconds of being hit (prevent enemy from spamming attacks)