This week, I've been working on win conditions. I've added both win conditions: MERCY and FIGHT. Win by MERCY becomes available when the "sparable" boolean class variable is set to true. The monster's name and the "spare" option will turn yellow, indicating that the monster can be spared. Win by FIGHT happens when the monster's health reaches zero. The monster will disintegrate, and when the animation is over, it will display that the player has won. This animation was especially difficult. I built it entirely from the ground up, moving the image pixel by pixel. I also ended up with some funny bugs, one of them resulting in a "closing shades" animation:
I did eventually get the real animation working, though it's slightly different than it is in Undertale. Turns out that it's a really hard effect to duplicate.
Thursday, March 24, 2016
Wednesday, March 9, 2016
Bug Fixes and Damaged Monster Image
This week, I fixed two pretty annoying bugs. In yellow soul, the pellets fired would occasionally phase through projectiles, and on green soul, when you had invincibility frames, projectiles would phase through the soul instead of disappearing. All I changed was before I only checked for collisions when the soul didn't have invincibility frames, but now, it always checks.
Also, now when you hit the monster, it changes its image to another one.
Tuesday, March 1, 2016
Game Over Animation
Today and yesterday, I created the game over animation and added a new method to ProjectileManager. This method is called every time a pellet shot from the yellow soul collides with a projectile. It can be overridden to do special things, for example, play an animation.
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