- Joined
- Sep 4, 2013
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Thanks for the encouragement!
Nah, that can't stay KaboomKid. It's like... if the enemies didn't have a kill timer, they'd just be stuck like that forever. It happened because enemies can only store any one thing they got hit by, and there's two attacks out. So they just keep replacing each other, refreshing hitstop.
All Ajna's movement is "done". There's some hard things left to do for when she dies, still. And there will very likely be tweaking. But... there's no longer code from nine months ago with small problems I never bothered to fix.
It was numerous small things, rather than anything brain breaking. I'll just do a bunch of befores (left) and afters (right).
Attack now start in the direction of the direction on the d-pad you're pressing, rather than just her facing direction.
Jumping attacks can no longer change direction based on speed. I did this 9 months ago to make it easier to axe hang because the above (the direction you're pressing mattering) wasn't true.
The crouching attacks now check for down when the press of B happened in the input buffer, rather than if down is held when the attack actually started. Very small, but I think it's how it should be.
Both are passed the same input. B and Down in the same frame. The left (before) gets standing axe because it needs you to be holding down when the attack starts.
Fixed a long-standing crouch attack quirk. (If you were facing right, and pressed left, you would start crouch turnaround. If you let go of left, and pressed B you would get a right facing attack, because the crouch turnaround only turned you around on the second frame of it. Now it turns you around immediately and flips the art, so she'd be facing left for the entirety of the crouch turnaround animation in the above case.)
Even before, you'd get left if you were still holding left when B was pressed. So this was small, but had also sort of bugged me for a while.
Fixed the flickering sprite on her crouch frames. This drove me crazy FOREVER, but it's very small.
Look at her hand. That's not the result of the scanline stuff. It's because I messed up on a sprite tile. Two pixels of different colors are overlapped, so when the sprite priorities change, different colors appear on top.
Lots and lots and lots of axe hang changes. Special thanks to Mike for streaming/explaining how some of the stuff worked to me.
The way it has worked since literally before yesterday is that if the axe hang sprite would visually have the axe in the wall, the axe hang was possible. This meant her range was just the sprite... pretty weak. She now magnets to the wall, and so she also has more range. The reason I didn't do this in the first place is because it's more likely to cause a collision detection issue. I didn't have time to give it the thought it required for build one, and I never changed it.
There's now a palette effect when the axe hang is possible. The time for the axe hang is no longer fixed regardless of how long you hold B. (You can see the palette effect in the above gif, not worth making a gif for the variable time.)
The axe hang now checks another point. It used to only check one, allowing for annoying stuff like this to happen.
It also allows you to grab walls for more frames. (I actually thought the original was literally one frame, but it seems to be two.) It's still not quite as easy as the original game, but there's a point where even I have to say, "Well, this is NES."
Finally added landing friction. This was in the post I based the first build of, and I just... forgot to do it. And never changed it until now. (No gifs.)
Ajna's direction can now be locked. This keeps her from turning around after getting hurt, fixing a visual quirk I have hated since I added getting hurt. It also allows post axe jump to look more like the original game.
Notice how in the before she switches direction when she lands. It drove me nuts, seriously. (It can still happen, but not in a way that annoys me as much.)
And here's post axe jump facing the same direction for a little bit:
I had no idea this was even possible in the original game (low quality gif to make it less huge. Still huge, though.).
I've replicated it, but I've got a compile time define to disable it. Not 100% sure I wanna allow the one-two to switch directions for Indivisible NES.
There's a buffer to jump after falling.
Her collision box now shrinks when she's crouching. I never bothered to do this because there wasn't really a plan to do enemies. 9 months later, there it is.
You can now jump cancel crouching axe on hit. I need to fix the launch trajectory now. The current one was designed for hitting the launched thing on the way down after the animation was fully complete.
There are other cancels in the original game, but I'm not sure I'm doing them. They make some stuff a bit too easy for the real time combat. Even the jump cancel kinda wrecks one thing, but... it's so cool!
So now that Ajna's "done", I can finally tackle the tweaks the AI need. I may also make their interactions a bit more complex. There's also a problem with how they're loaded. With that done, the game is ready for testing.
Also, wow, that was a lot of gifs. Let's... not do that again, took ages... Edit: Hah... even forgot two...
Nah, that can't stay KaboomKid. It's like... if the enemies didn't have a kill timer, they'd just be stuck like that forever. It happened because enemies can only store any one thing they got hit by, and there's two attacks out. So they just keep replacing each other, refreshing hitstop.
All Ajna's movement is "done". There's some hard things left to do for when she dies, still. And there will very likely be tweaking. But... there's no longer code from nine months ago with small problems I never bothered to fix.
It was numerous small things, rather than anything brain breaking. I'll just do a bunch of befores (left) and afters (right).
Attack now start in the direction of the direction on the d-pad you're pressing, rather than just her facing direction.
Jumping attacks can no longer change direction based on speed. I did this 9 months ago to make it easier to axe hang because the above (the direction you're pressing mattering) wasn't true.
The crouching attacks now check for down when the press of B happened in the input buffer, rather than if down is held when the attack actually started. Very small, but I think it's how it should be.
Both are passed the same input. B and Down in the same frame. The left (before) gets standing axe because it needs you to be holding down when the attack starts.
Fixed a long-standing crouch attack quirk. (If you were facing right, and pressed left, you would start crouch turnaround. If you let go of left, and pressed B you would get a right facing attack, because the crouch turnaround only turned you around on the second frame of it. Now it turns you around immediately and flips the art, so she'd be facing left for the entirety of the crouch turnaround animation in the above case.)
Even before, you'd get left if you were still holding left when B was pressed. So this was small, but had also sort of bugged me for a while.
Fixed the flickering sprite on her crouch frames. This drove me crazy FOREVER, but it's very small.
Look at her hand. That's not the result of the scanline stuff. It's because I messed up on a sprite tile. Two pixels of different colors are overlapped, so when the sprite priorities change, different colors appear on top.
Lots and lots and lots of axe hang changes. Special thanks to Mike for streaming/explaining how some of the stuff worked to me.
The way it has worked since literally before yesterday is that if the axe hang sprite would visually have the axe in the wall, the axe hang was possible. This meant her range was just the sprite... pretty weak. She now magnets to the wall, and so she also has more range. The reason I didn't do this in the first place is because it's more likely to cause a collision detection issue. I didn't have time to give it the thought it required for build one, and I never changed it.
There's now a palette effect when the axe hang is possible. The time for the axe hang is no longer fixed regardless of how long you hold B. (You can see the palette effect in the above gif, not worth making a gif for the variable time.)
The axe hang now checks another point. It used to only check one, allowing for annoying stuff like this to happen.
It also allows you to grab walls for more frames. (I actually thought the original was literally one frame, but it seems to be two.) It's still not quite as easy as the original game, but there's a point where even I have to say, "Well, this is NES."
Finally added landing friction. This was in the post I based the first build of, and I just... forgot to do it. And never changed it until now. (No gifs.)
Ajna's direction can now be locked. This keeps her from turning around after getting hurt, fixing a visual quirk I have hated since I added getting hurt. It also allows post axe jump to look more like the original game.
Notice how in the before she switches direction when she lands. It drove me nuts, seriously. (It can still happen, but not in a way that annoys me as much.)
And here's post axe jump facing the same direction for a little bit:
I had no idea this was even possible in the original game (low quality gif to make it less huge. Still huge, though.).
I've replicated it, but I've got a compile time define to disable it. Not 100% sure I wanna allow the one-two to switch directions for Indivisible NES.
There's a buffer to jump after falling.
Her collision box now shrinks when she's crouching. I never bothered to do this because there wasn't really a plan to do enemies. 9 months later, there it is.
You can now jump cancel crouching axe on hit. I need to fix the launch trajectory now. The current one was designed for hitting the launched thing on the way down after the animation was fully complete.
There are other cancels in the original game, but I'm not sure I'm doing them. They make some stuff a bit too easy for the real time combat. Even the jump cancel kinda wrecks one thing, but... it's so cool!
So now that Ajna's "done", I can finally tackle the tweaks the AI need. I may also make their interactions a bit more complex. There's also a problem with how they're loaded. With that done, the game is ready for testing.
Also, wow, that was a lot of gifs. Let's... not do that again, took ages... Edit: Hah... even forgot two...
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