Rules are made to be broken.
Player input and visuals
I decided to get rid of GameBoy style input limitation in favor of 360° walking, aiming and dashing. This will open up a lot of possibilities for puzzles and give more freedom in fighting. So in the end players will be able to play on mouse/keyboard setup or using their favorite gamepad and play with analog sticks to aim dash direction.
With this I need to get rid of smooth-follow camera I talked about last time. Right now the camera is locked on player. I got inspired by the game Awesomenauts, right now I have a similar cursor to theirs and your charactes is always in the middle.
A little white box is replaced with a robot guy from the original GrayScale prototype! Fun fact: head and legs are animated independently (2 different sprites) which saves me a lot of sprite animation drawing. Head will always follow a mouse cursor, that’s aim direction, and legs will animate independent of the head.
I started using TexturePacker to merge (almost) all the textures, which didn’t work well with luxe’s SpriteAnimation component. I drew all player animation frames in one file: head looking around, legwork and other animations are put in 16×16 grid, in 4 rows. TexturePacker treats that whole file as one “frame” in a frameset. Luxe’s SpriteAnimation component can’t guess if given packed texture is a mixture of actual frames and independent animations, which in my case it is. I had to modify this component a bit to correctly setup player animation.
— Darek Greenly (@Zielakpl) October 18, 2015
In the mean time I’m preparing some functions and variables to be used in new powers. One example would be grab/throw mechanic. My last GBJam game RUSH used it and it was pretty fun. I can already think of much more use cases for it.
On a side note, I’m just amazed that my XBOX One Controller is natively supported on Ubuntu! I remember waiting for the official driver to come out back when I had Windows installed… Linux never stops to amaze me.