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Day 3:

Plugging away and taking steps. Got immediate character selection for Pan to function in-game without any hiccups via this plugin. It was a little harder to find a solution to custom animations outside of combat (I was likely overthinking exactly how you'd achieve that), since most tutorials cover the combat animations.

For anyone curious, you take the same principles of the attack animations in terms of frames/cells. This video was a helpful resource for understanding the parameters and generally how you break up the frames, layer them to create the animation, etc.  It also explains it much better and more concisely than I could. Once you import your animation sheet and get everything flowing smoothly (and scaled down by 50% to keep the sprites a consistent size), you create a new event. There's a "Show Animation" option under the second page of event commands, and from there you simply choose the animation you created and make sure it affects the "Player". I'll be using this technique on Pan and Melon when they collect key items like snack ingredients, and for "snack crafting" (...cooking) animations such as the one below.

So far so good!


Progress:

  • "Pan Selection" is up and running
  • Special cooking animations for both versions of Pan are operational
    • Animation frames complete
    • Event implementation works
  • Rough draft of Pan's apartment floor plan
  • Found useful "Quest Log" plugin; may simplify for facilitating game objectives

Day 4 Goals:

  • Tilesets: floors & walls for Pan's apartment
  • Tilesets: floors & walls for Melon's house
  • Tilesets: doors & basic furniture
  • Sprite out Key Items (ie snack ingredients)
  • Draft "Item Get!" animation frames