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Update for Day 6

Did quite a bit today. Added in a lot of the basic sound effects, fixed a few bugs, made the slimes be random colors.


**Note: Smaller image due to file size restrictions on itch image posts.

Try the current build: http://randyphillips.cf/lrj-2019/

Sound Effects

There are now sound effects for the player attacking, taking damage, and dodging. The slimes also have a jump and take damage sound. No death sound yet. It's amazing how much just adding in sound effects and music can add to the feel of a game.

Bugs

There were a few small bugs I had to fix. First was being able to attack while dodging. Not a hard fix, Second was that when you attacked, the move direction you were going stopped taking input, but you kept moving the way you were attacking. Now you just freeze in place when you attack.

For slimes, taking damage was stopping the jump animation if you hit them mid flight. This gave a similar issue to the slimes as the player had when attacking. They'd stop animating the jump and just keep sliding. While stopping the animation is not normally a problem, the jump animation called an event through the animation itself, so stopping the animation early broke things. The fix was to do the damage "animation" (which is just changing the color back and forth) on a new layer in the animator controller. I think a LOT of people don't really understand the animator very well. It's a good thing to pick up, so watch some tutorials if you haven't messed with it much.

Random Colors

The problem is that the animator can do some weird things also though. For instance, I just autokeyed changing the frames of the animation like any normal person would. Problem is, since I didn't specify the sprite specifically, it seems unity takes an instance of the sprite renderer and applies the entire value of the sprite renderer. What's that mean? That means even though I was changing the color of the sprite renderer on start in code, it was over writing the new color. I got around this by applying the color in the late update every frame. Didn't seem to do anything performance wise really, but is hacky. This also broke the animation for taking damage that I just got working. Luckily in code I already have a flag checking to see if the slime is taking damage, so it's just adding an if statement.... still annoying though that I had to do the work around in the first place.

What's next?

After adding in all the animations, art and sound effects to what I have so far, I'm really starting to feel a world coming out of it. One with people walking around that you can talk to, quests to do, etc. Again, starting to feel much more like a game. I think I may add an npc soon, maybe even just taking a day to make a bunch of art for a bunch of npc's and try to come up with unique people. Anyway, that's it for today. Enjoy!