Hey everyone! Again lol
YAPPING SESSION INCOMING
It's been a few weeks since my last message and compared to other times, I have actually done quite a lot since my last major progress update, and man I feel like progress has actually been good for once LMAO
It's quite a lot so I'll just list what I've done the last two weeks (I'll probably forget to mention some things, but if I do forget to mention them, they're probably really small), I think some of you guys might enjoy hearing about this new stuff:
Battles:
- Attack Sequence:The full attack sequence is done! There's a few components that work together to make this out so it took a little bit
- Player attack minigame: The little aiming minigame for attacking is done! (mentioned in my last message)
- Damage Calculation: Damage calculation relatively accurate to the game (mentioned in my last message)
- Monster Hp bar: The hp bar of the monster actually depletes reflecting the remaining hp (mentioned in my last message)
- Damage numbers: When hurting a monster, the sprites of the amount of damage dealt will pop up (menioned in my last message)
- First attack animation: The default attack animation of the first two weapons is done (the slash animation), i also scales depending on how far from the center of the minigame the player was (mentioned in my last message)
- Sfx: Added the attack sound effect, the monster damage sound effect, as well as support for being able to change the monster scream sound effect for each monster individually. Useful!
- Battle box resize: After attacking (as well as other actions, such as ACTing, using an item or failed sparing) the battle box resizes to start the monster turn and begin the bullet hell segment
- ITEM system (Pretty much 100% functional!)
- Healing: Using a consumable item now actually heals the player a certain amount! I still need to properly show the amount healed or if player was healed at max hp in the flavor text in the battle box tho
- Equipping: You can now equip both weapons and armor, and their stats actually affect the player!!
- Limited uses: I remembered that some items have more than one use (e.g Bicicle), so I figured I would add this feature right now. This is only applied to consumable item types
- Sfx: Sound effects for healing and equipping items has been added
- More monster animations
- Idle, Hurt, Death (spared is still being worked on)
- New vaporization effect: Finally, IT'S FINALLY HERE GRAAAAAAAAAAAAAGH
This is the highlight for me, it's been AGES since I wanted to make this effect for the monsters dusting away in the original game work properly lol. I wrote a script to "dissolve" the monster sprite while another script is in charge of handling the particles, it can still be optimized a little since it causes a small frame drop on old models, but it RUNS ON THE GOD DAMN CONSOLE OH MY GOOOOOOOOOOOOOOOD
- UI
- Player name: The player name is now properly shown in the battle scene
- Level: As well as the player, the current level is now shown
- Player Hp bar: This is a new hp bar that I recently added for the player, it updates whenever the hp changes, so for example when you use a consumable item this bar updates along the text beside it, also when taking damage
- Input System
- A friend of mine helped me make a new input system that facilitates inputs soo much, but the most important part of it is that I can more easily add touch controls! (I might have already mentioned this before on an older message)
- Touch Controls: the main battle buttons are supported, though I still need to work on being able to touch the options that pop up in the battle box to be able to select monsters, acts, items, ectc etc
- Optimization: I also did a TON of behind the curtain work to optimize a few things, mainly the battle scene and stuff outside of battles like my tilemap system n stuff
If you were bored enough to read through all this, thanks! I really appreciate it
I worked very hard with the extra free time I had the past two weeks to make all this, and I feel pretty good about it!
All of this new stuff runs on old models, no crashing (yet).
As I mentioned, the dust effect when a monster dies has a little frame drop on old models when the effect starts, fortunately it's not that big of a frame drop but it does mean that some optimizing is in order
Currently, I am working on the bullet hell section of battles, so I'm making some of Froggit's attacks to test out, though it's looking like I will be extremely busy again for a couple of weeks, so we're back again to the game of waiting for CooingMaxito to FREAKING POST SOMETHING AAAAAAAAAAAAAAAAAAAAAAAH
TODO:
- Add monster groups
- Monster group attacks
- Monster spare animation
- something else that i forgor
I will update the main post either today or tomorrow with some pictures and videos of some of the new things that have been added