Glad you like them!
Messy Bytes
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Looking great! Knowing the jump speed and falling speed you can do some estimations on the actual needed jump height to clear a pit. That way you can avoid that weird interaction that happens when the character makes it but waits a bit to fall. It would look more like an arc. That said, it's only visual, the current functionality seems to work really good.
Glad to see you posting your own stuff :D
Hey there. Thanks for checking out this project.
I just downloaded the project from the asset lib in one other existing project of mine in 4.4.1 and had no issues.
The export_custom is there only to store the values you set up on the property list, in latest versions it would be the same as export_storage. The property list is populated on _get_property_list().
You can see here that it gets the list of animations to populate the editor with and it shows them one by one. That's so the editor shows you all required buttons or animations but they are stored in a packed manner instead of a thousand variables.
In your screenshots you can see the Input and Animation group of parameters, those are where you set up.
Your animations should be defined in the animated sprite. Animations will appear on the animation section of the inspector (that section can be seen in the screenshot I included in this page, itch isn't letting me add it to this comment).
If you are not seeing it there after adding them to the animated sprite then it might be some issue with the refresh function, reload the scene and it should be there.
The way those dropdowns world is each movement type has some animations defined. When those movement types call for an animation they use the animation you define on the inspector. So for example, if you make a new animation in the animated sprite for running you can set it for the run variable in the animation section and you will see it when you start running.
At first I thought the jumps were too tight to turnaround and it took some time until I got the premise but MAAAAN. I started laughing so hard when I saw the second upgrade. Great work, loved the sound design of the bullets going to the music. My only critics is that there could be a little more in between screens... like some enemies or something to make the travel a little more challenging. That and that for some reason the bullets sometimes don't break blocks. Major major props.
Niiicely done. Some times my shapes got stuck on the right due to them colliding with previously placed foodstuff. Loved that pieces stay in place after fried, gave me enough leeway to get out of some tight spots... also I guess it saved shou checking for some collisions so ++performance. Really great for the timeframe you developed this in, major props.