it's marching, it turns back. That's roughly all. I need to fix collision boxes, testpoint coordinates, make sure throwing a blador can stun them, etc.Yes, you're right, I should be delivering you a .nds of that new level. Let's see how long it will be overdue :PDesired state for the release:[done] The five monsters being … Continue reading Pendat ready [zero day]
Month: September 2013
1 day left
I have quirks in moving inkjets and the pendat doesn't feel like progressing forward right now (nor left now, afaik). There's a more concerning issue, however: I will have to cut the number of monsters present in the level. With pendat reaching up to 6 or 7 "limbs", and each limb being an individual OAM, … Continue reading 1 day left
2 days left
Inkjet throwing Bilou up finally works fine with corrected animations. I wish Bilou would lower by 3 or 4 pixels when the inkjet prepares the blast.Tonight, I shall upgrade runME and the .cmd files on the DS so that I can try all those new objects in their real target environment. I also added some … Continue reading 2 days left
3 days left.
Not so much achieved yesterday, but this day is off, so I can fix inkjet's behaviour. Some state command adjusted, and I have Bilou thrown up for the first time with a little thrill ... Now I have to find the tuning that makes the animation work fine.Hmm ... something wrong with transanims, but it's … Continue reading 3 days left.
4 days left
RectoVerso do bounce around and avoid jumping into hazardous places whenever it can do so. It could use a fix in its behaviour so that small steps (16 pixels high) are tolerated, but that's not critical in this level. Now let's focus on inkjet interactions. Avoid wandering inkjets, make it throw at reasonable rate, and … Continue reading 4 days left
5 days left
I have some pixels for the "cork platform", I have tunable spongebops. Eraser jumps will not work very well with "invisible walls" as those would act as wall that make no physical sense for the player (unlike Rayman's airborn anti-toons and platforms trapped in cages). Instead, I could have the "prepare" state of verso testing … Continue reading 5 days left
7 days left.
I got LEDS working almost fine on the green DS with the expanded and reordered animation sheets. I went through trivial fixes such as "animation X shouldn't loop since we depend on it to be done before switching to another state", etc. In-editor GOB linking did worked, although producing curious effects: a Spongebop was found … Continue reading 7 days left.
Ready? School!
one whole line of airborn (trans)anims!Aah ! Ça fait du bien! J'ai réussi à mener à bien les modifications synchronisées de l'éditeur de niveau et d'animations pour permettre jusqu'à 6 fois plus d'animations. Du coup, ma DS "green lime" est prête à reprendre le flambeau et me permet d'enfin bricoler ce "niveau anniversaire", qui a … Continue reading Ready? School!
Missing monsters
A bug in pokemon. Here bea no-such-monster exceptionLatest tests seems to claim that upgrade LEDS is trust-worthy enough to start manipulating my precious level maps (or at least their Lime copy -- more to come soon). There's one last thing I would like to fix: making sure that we can detect missing monsters, which may … Continue reading Missing monsters