building on the reverse engineering approach in #3 I managed to make some progress:
Currently having trouble placing Dave in the right place and having him respond to the environment properly. This is because the game currently has some magic values which are not easy to reason about. despite some in-code comments such as:
Should we try and figure out the magic numbers? I can feel it's an easy fix but it's eluding me.
Do we want to read the docs properly and figure out the graphics concepts used in the game?
Notes
The json file for models is not in fact populated by hand and is generated by aseprite when you export the file. Note that for whatever reason the formatting is different to what dave uses in his game so had to change that by hand. ie the one exported by aseprite would be like this:
{
frames: {
foo: {
},
bar: {
}
}
}
whereas the json file expected in indigo should be of this format:
building on the reverse engineering approach in #3 I managed to make some progress:
Currently having trouble placing Dave in the right place and having him respond to the environment properly. This is because the game currently has some magic values which are not easy to reason about. despite some in-code comments such as:
https://github.com/cgroc/CursedHacker/blob/0e977d48580c1a29766bed9e1de92cc7825f3674/src/main/scala/pirate/scenes/level/model/Pirate.scala#L69-L74
Observations
Question
Notes
whereas the json file expected in indigo should be of this format:
so had to fix that by hand.