Submissions by Papiertig0r tagged realtime

No user interfaces, but interfaces nevertheless.

Now it is possible, that even enemies can throw weapons. The same system could be used for spells etc.

Area of effect is still missing, but I'm inching towards it xD

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/fb9963ae2de2ffc10198b98d5072474d94b48639

Finally you can make some damage!

I added an attack animation and pixel blood particles as well as some methods and callbacks to handle damage etc

blood particles were too small but I changed them after I made the gif (note to self: make gifs when wrapping up)

Also, stats are now scriptable objects

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/a175...

Producing content is so much easier :D

I did a lot of work today.

First I pulled some sprites and created some animations for idling and walking. Then an enemy controller (which I later abstracted to a CharaController (which I will later inherit from for the player, too)).

An enemy now has an aggro range (green circle). when the player enters the aggro range, the enemy will follow the player until the player exits the aggro range.

An enemy also can be tethered to a spot (white circle).


However, I have a bug I don't know how to fix!

In Unity you can mirror animations but if these animations are sprite based, the property has no effect. So Icheck if input on x axis is greater than 0 and flip the image accordingly BUT when you release the axis, it defaults to one direction

The line

 spriteRenderer.flipX = translation.x > 0f;

is responsible for that behaviour. If the direction button is released, I want to retain the current flip state (I can do this with an extra bool, but there has to be an easier way)

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/0a11...