Sword of Moonlight > Devs

EXIT: 25th Anniversary Project

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Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

This patch corresponds to a reupload (https://swordofmoonlight.itch.io/k/devlog/210578/4-update) I just did for the itch.io demo ZIP file. I think it markedly improves turning and changes movement a little bit. Maybe it's more loose, but there was a problem with jerks in the turning.

I also worked to make circling drift more angular and less linear so it feels more like turning. I did it by reducing linear drift while moving sideways except when dashing so it doesn't impede dodging... and I messed with the circling drift parameters. This was a change from the original demo. The reason its complicated is you don't want turning to drift just from looking around, it's too unwieldy, but if it doesn't drift when circling (turning plus moving sideways) it feels like the physics are wrong. (Really these are two different things, moving your body versus your head, but games only have one kind of turning, so it just has to do the best it can.)

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

This patch fixes a problem with the recent work to extend monsters beyond 128 per map, that arises when opening a new map from such a map. (I've even seen this before I thought I just had some monsters on my other maps from early attempts to convert the data on the PlayStation disc to SOM data.)

It also has a "really simple" shock absorber system that's very subtle but seems to help. It seems to fix or mask the jarring takeoff that happens sometime when jumping. I wanted to do something fancier for a while but the thought just occurred to me today that something simpler would be very quick to whip up.

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

This corrects a recent mistake I made for item based event activation (I don't know how I got this wrong, I thought I had Ghidra when I did it but maybe I was just beginning to unravel the subroutines and was a little too cocky.)

Another interesting thing in this patch that obvious now is when the hit PC hit effect (do_hit) occurs the gauges are drained out just like when climbing. I probably need to base the gauge drain on the hit strength. I tried a complicated set up based on HP loss but it wasn't as nice as just enabling draining in the hit effect...

I thought the impact was determining the loss, but now I'm not sure. I have to spend more time with it I guess. I'm not sure why it took me this long to realize getting hit should drain the gauges. I guess at the time there wasn't anything draining the gauges, but now many things do.

Edited: I've reuploaded this patch a couple times, once to try to treat poison damage differently, and again after finding out I shot myself in the foot with a last minute change. The amount of drain is consistent with the effect's impact. I still can't quite make out what's happening. I can't find any code that suggests the impact holds down the ducking animation, but it seems like that must be part of it. It's weird talking about my own source code like it's unexplored binary code. Because the hit effect looks like dashing it makes sense that it should drain out the gauges. It should work well with a shield system (that's always just around the corner :redface:)

Holey Moley:
Patch (kind of)

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

If you downloaded in the past few days an upload I did to try to help with this (http://www.swordofmoonlight.net/bbs2/index.php?topic=320.0) accidentally had some of the work I was doing at the time that I didn't get to double-check (although I intended to.)

The misbehavior is rotating items/objects in SOM_MAP around one of the secondary axes is incorrect in combination with the others.

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

The new power gauge drain on damage/hit got broke when I changed its math last second (I forgot its units) since past days of troubleshooting/corrective uploads.

This patch restores it. I think it's pretty cool, especially since I hardly understand it myself, even though no part of it was original to SOM. It makes poison especially interesting, and is cool when falling too.

I thought it always hit, and was fixed depending on critical status, but I was wrong. It doesn't always hit (which I was going to add anyway) and it scales with damage. Or at least the hit impact does. Like I said I don't understand it. In practice it feels like there's two modes, and I balanced them so the weaker one drains half the gauge and the stronger empties it and bottoms out for a moment.

There may be a reason for that, or it may be a coincidence. Partly I did adjust it so it drains more from a full gauge than an empty one, so it's a bit nonlinear/dampened.

I recommend trying it out. I feel it's a great addition, and regret that I messed it up.

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