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Devs / Re: EXIT: Escape from Sword of Moonlight
« on: October 13, 2017, 05:42:34 AM »
The fallout from this release is getting ridiculous. The movement/clipping stuff is getting to be more than I can keep track of!
In any event, I've figured out a system that works per the previous post. It's patched of course.
I had to add some smoothing code to moving up and down over slopes in order to be able to run across the triangle and diamond shaped slope tiles. I don't know if this was always a problem, or a side-effect of the changes I made to be able to have smooth experience both walking/running on and scaling slopes.
I think the slopes are probably not stable in rocky combinations, so this is probably a good enhancement. Thankfully it just has to smooth when going down, which can't be confused for climbing up. The slopes have these weird biases. They need special treatment attacking them from the bottom or top.
I've noticed last moment that jumping+scaling sloped platforms isn't taking right now. The slope climbing code is all pretty new and dodgy and I've not been thorough about it.
I'm trying to patch existing features. And trying my damnedest to not add anything new right now.
I've noticed that jumping seems unsatisfying. I have a feeling it's because of the same irregular frame rates problem that prompted me to reevaluate the walking effect. Some jumps are fine. Some are stunted. There shouldn't be any variation.
In any event, I've figured out a system that works per the previous post. It's patched of course.
I had to add some smoothing code to moving up and down over slopes in order to be able to run across the triangle and diamond shaped slope tiles. I don't know if this was always a problem, or a side-effect of the changes I made to be able to have smooth experience both walking/running on and scaling slopes.
I think the slopes are probably not stable in rocky combinations, so this is probably a good enhancement. Thankfully it just has to smooth when going down, which can't be confused for climbing up. The slopes have these weird biases. They need special treatment attacking them from the bottom or top.
I've noticed last moment that jumping+scaling sloped platforms isn't taking right now. The slope climbing code is all pretty new and dodgy and I've not been thorough about it.
I'm trying to patch existing features. And trying my damnedest to not add anything new right now.
I've noticed that jumping seems unsatisfying. I have a feeling it's because of the same irregular frame rates problem that prompted me to reevaluate the walking effect. Some jumps are fine. Some are stunted. There shouldn't be any variation.