Monday, 20 December 2010
The bug mentioned in the last blog entry and a couple new ones found are now squashed. Also the walking animation has been set up to play as it should, now I only need to detect when the player is walking backwards and play the corresponding animation instead of the normal walking animation. I also have an idea to improve the hit detection for melee attacks, and I'm actually quite excited about it. We'll see how it turns out.
Monday, 13 December 2010
Back on the track
Since the last blog entry problems with the animations seems to have disappeared. Several individual animations are already in use, the next bigger problem when it comes to animating will probably be walking and blending. Blending animations actually worries me quite a lot, we will soon see how it turns out.
Good thing is that now we are finally over the stall that the problems with animation caused and the project is again proceeding at acceptable pace. I also worked out a solution for the separate state management for each portion of the split screen. Just yesterday we found a rather mysterious bug from the system while playtesting and I might have to think it over again if I can't find the cause of it and fix it.
Good thing is that now we are finally over the stall that the problems with animation caused and the project is again proceeding at acceptable pace. I also worked out a solution for the separate state management for each portion of the split screen. Just yesterday we found a rather mysterious bug from the system while playtesting and I might have to think it over again if I can't find the cause of it and fix it.
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