Sunday, July 21, 2019

Lufuclad update 4





I added the ability to add your own color palette for the player. Colors can be added by adding more vertical columns to the file included in the game's folder.  (Which can currently be swapped using the 4 and 5 key).


Most of the updates this time have been behind the scenes stuff, such as making it so that the order of drawing can be controlled, along with a bunch of other random stuff. In the process of trying to improve collision stuff I broke it, so I'll have to fix that later.

As usual, ignore what appear to be bugs since at this point they are just things I didn't have time to address.

Updates:
-First step of house
-Basic enemy death
-Color swapping
-Change to zoom

Also, I did a bit of work on making a separate blog for the game. Later on I will use it to list upcoming features, do votes on stuff, etc.


20 comments:

  1. This comment has been removed by the author.

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  2. Really cool, excited to see what this game becomes!

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  3. Same, it looks pretty good, I liked the other two

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  4. I don't know if you know about this, but a fatal error occurs if you try to enter the house while you are being grappled by an enemy.

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    1. "As usual, ignore what appear to be bugs since at this point they are just things I didn't have time to address."

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  5. Best update so far! XD
    https://i.imgur.com/yXwCayc.png

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  6. Looks like its coming together nicely, though am curious if you are finding this method a lot easier compared to finishing the game then releasing.

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    1. It's more difficult, since updates have to be tangible.
      In actual development you might spend a week working on things that the player will never see, but it allows you to really polish the result.

      However the benefit is that you never get stuck thinking about what to do, because there must be constant progress, for better or for worse.

      Personally I also just find it difficult to "not" work on a project, since after the two days are over I'd like to just keep working on it, but that's against the rules.

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  7. Is slowmo going to be a feature of the game, with perhaps a powerup or an ability you can obtain, or is the feature with 678 just some testing of stuff?

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    1. It's mostly just for testing things, so I can see what happens. There probably won't be any slow mo as an in-game effect.

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  8. Good job. You have a natural talent for this that others lack and it can be seen in many aspects of your work. I always try to make a point to compliment you honestly before mentioning any changes or issues. You should try to remember compliments before criticizing yourself or changing your work as well.

    That aside, the buffer window seems slightly long. As the movement has slowed down, it can SEEM unresponsive, and mashing the jump button results in uncancellable, repeated short hops. This will likely frustrate and confuse less deliberate or skilled players. Whether or not that's an issue is ultimately up to you, as leaving it as it is could help make memorable losses or train better behavior into players.

    As always, thank you for your work. I will continue to look forward to further updates!

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    1. Hmm, not sure what you're saying your desired outcome is.

      Mashing is not deliberate, and so mashing would result in short hops either way. Buffers are not stacked, which means that if you press the button 50 times in the air, it call counts as one buffered press.

      -Touching the ground with a jump buffer active (while no longer holding it) counts as pressing and releasing the button. This is because the button is no longer held to be released. Which means it cannot be counted as a full jump.

      -Touching the ground while holding the button counts as pressing and then holding the button, which results in a full jump which you can release at any time.

      Before I say what I think the alternative would be, how would you expect the controls to behave?

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    2. "-Touching the ground while holding the button counts as pressing and then holding the button, which results in a full jump which you can release at any time."
      I did not notice this and it solves the 'problem' I pointed out. I was trying to suggest limiting players' abilities to rapidly shorthop accidentally. My initial idea was to lessen the time the game remembers you pressed a button and tries to execute a move but I've changed my mind about it after a day of thinking. The only other solutions I can think of right now are both much worse than the 'problem', as well.

      A. Having a tiny window where you must press jump as you're landing to jump, and making the initial jump tiny so only successful "bounces" are able to reach good heights(an awful 'solution' but an interesting idea for a bunny character maybe).

      B. Creating a lot of landing lag so that the player cannot jump for the first 6 -14 frames after landing from ANY jump to force players to jump deliberately instead of mashing(I really dislike this idea, too).

      So please, just ignore me. It takes a lot of effort to nitpick something in your usually meticulous design, and I was mistaken. I was just trying to find some way to comment productively! Please forgive me. =D

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    3. Well, there are a few ways I would change it if I were to change it.

      1. A buffered jump could no longer occur if the jump button is not being held down once the player touches the ground.

      2. The buffer time could be reduced when landing, but not when attacking.

      Both have ups and downs. Personally, I like the ability to buffer shorthops, but it's not something that most older games did. At most, older games tend to be like 1.

      Personally I don't see any disadvantage to how it is currently, but that's just me. It would also be possible to include buffer options, in the settings, which is generally always the way to go when you have a problem with two sides like this.

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  9. I love color customization,
    it might be a minor thing, but it has a big impact.
    Well, atleast to me.

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    1. I wonder if there will be the same for pieces of clothings later on.

      Like, when there's one on sale it have random chances to be of custom palettes if you set its number of palette above the default number. So you don't go customizing everything "for no cost", you still have to comply with the game's rules to find one ingame.

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    2. Dunno how it will work yet.

      My first thought is that you will be able to change the secondary color, but not the main color. Meaning if you get Iron armor, the shirt can be changed, but not the breastplate.

      There's a few options.

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  10. I'm a little new to color mods, I opened the PNG in paint.net and added my column of colors. But in game, when I switch to my custom palette, my character just turns completely red. I apologize if I'm missing something important. Is there a way to fix this?

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    1. The color would only turn red if it is using a column that is completely red, which means it's either not using the file, or that you put the colors in the wrong place.

      It's not really programmed in a very complex way at the moment (for example there is a limit to how many colors can be added), so I'll probably have pages explaining any mods available in the game, and any limitations.

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