Sunday, April 17, 2016

Day 99: EEENNNN

The reason for the harsh onomatopoeia? Just some bug fixes in capstone today. The levitation power has a close-up fail safe, so the object won't go through the person's body and will immediately turn off. However, players had difficult knowing that, so I put in a placeholder audio for now.

The warps also had some problems; when the player debug-warped to a checkpoint, the Kill fog would move down and kill them. That was fixed by doing an automatic warp of the fog to the location if it was ever above the player. The circles themselves could also be used to warp below the fog, so the fog now kills them too. The state change objects also needed to respawn, but without any local respawn boxes, I figured the fog could do some of that by overriding their FellOutOfWorld function.

As for programming project work? We got the code uplinked with the rest of the project! I had to scramble a bit, though, as the sprites had problems with transparency. Turns out that blending wasn't enabled, so I enabled it to get some sprite-work going on the screen:


Pray tell, who is that figure that looks as if it's from VVVVVV but not quite?

As for capstone work, I'm currently working on an actor that will play matinee objects without the use of the level blueprint. Freakin' level blueprints...

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