Actually, I do. I got the molotov weapon implemented, though there are still a few bugs I’m trying to track down with it. It just looks so awesome, I had to share.
Also fixed a couple issues with the whip, and made it so you can’t spam the attack button.
Also also, I discovered a weird, serious bug that so far hadn’t really presented itself. The enemy was never noticing that it was on the ground because I’d stupidly misnamed a variable. A simple typo could have been nigh-disastrous. It’s a good thing I found it now.
I spent last night working with one of the guys from work to design the rest of the weapons. The molotov ended up being more work than I was intending; I was hoping to get the rest of it done tonight, but I haven’t gotten more than a couple hours of sleep over the past day or so, and I can feel myself starting to come down with a cold (courtesy of the mandatory flu vaccination at work, I’m sure).
I’m going to go ahead and leave some EXEs with functional molotovs behind, and I’ll get some more done tomorrow. In the meantime, I’m sure I’ll have that Ink Spots song stuck in my head.
Also fixed a couple issues with the whip, and made it so you can’t spam the attack button.
Also also, I discovered a weird, serious bug that so far hadn’t really presented itself. The enemy was never noticing that it was on the ground because I’d stupidly misnamed a variable. A simple typo could have been nigh-disastrous. It’s a good thing I found it now.
I spent last night working with one of the guys from work to design the rest of the weapons. The molotov ended up being more work than I was intending; I was hoping to get the rest of it done tonight, but I haven’t gotten more than a couple hours of sleep over the past day or so, and I can feel myself starting to come down with a cold (courtesy of the mandatory flu vaccination at work, I’m sure).
I’m going to go ahead and leave some EXEs with functional molotovs behind, and I’ll get some more done tomorrow. In the meantime, I’m sure I’ll have that Ink Spots song stuck in my head.
EDIT 02OCT12 8:26pm-
Fixed everything with the molotovs. Made it so they don’t get stuck on the edges anymore and don’t float around critter-blockers. Made it so the further away you click, the further he throws it, and the more it spins as it moves through the air. Made it so walking in fire damages the player (though you can’t tell, because the player is invincible, so far), and have a pretty good framework set up for future projectile weapons. Didn’t get a whole lot of time to work on it today, so just a mini-update after a new upload. More to come. I promise.
Bad Ass. That looks better than I imagined. now for the critiques. Throws behind you when other weapons don’t attack behind the player. I think jump/move direction should also affect distance slightly (not necessary though since the mouse cursor affects distance). couple other bugs i saw. when you pitchfork a bad guy, instead of him being thrown back, he gets thrown in the direction he’s moving if he is already walking. which looks a little odd. Also, not that this requires to be fixed but when you take damage and hold down a direction key, it doesn’t continue moving in that direction, and requires another key press. It might get tedious after a while. I like pausing movement when you get hit, but after a short timer it should allow you to move again, seems more natural. Looks awesome man. I’m thinking of setting up a blog type thing too for mine, so i can get some input, i’ll post it as a comment later if i do.
The throwing behind is something I’m a little torn about. I do like the idea of being able to jump over something and then toss it behind you, or similar things. I’m considering trying to implement a “walking backward” sort of thing for the mouse being opposite the direction of movement, solely so that you can fire behind you. Not sure how tough that’d be; I might be able to just reverse the animation and slow the walk speed and call it good. We’ll call it “a feature, not a bug” and “in progress.”
I also thought about moving affecting throw distance, mostly based off of our discussions about your guy tossing items based off of rotating the character. It wouldn’t be hard to implement; I’ll probably add it to my list of things to take care of.
The pitchfork thing is a bug that I just noticed myself, actually, and I’m having a hard time figuring out exactly what conditions cause it to occur. I can’t replicate it every time, so it’s a little tough to track down. Another “in progress.”
And the movement after being hit bugs me as well; I was sort of hoping nobody would notice, since I’m having a hard time coming up with a fix for it, because of the way I’m disabling user input when he’s hit. If it bugs you too, though, it’ll probably bug other people, which means I should try harder to come up with a fix. Thanks for the honest critique, though, that’s why this is here! I really appreciate it.
Here’s the blog, So very very rough.
http://anislandofmyown.blogspot.com/