mspraggs / potentia

Southampton Game Jam 2015
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Water on top of player #18

Closed Fyll closed 9 years ago

Fyll commented 9 years ago

David, could you make the water tile see through? I think it would look better if we did that, then drew the water ontop of the player instead of the other way around. It'd have the added advantage that when a block falls on your head, you will disappear behind it, rather than staying in front like you do at the moment.

DivFord commented 9 years ago

I can do that fairly easily, yes. It will only work if we're using z-transparency though, rather than alpha-testing. I'm not sure how we're set up at the moment.

(to clarify, if we're multiplying by alpha, it should work, but if we're just checking alpha is above a certain threshold, it'll either go fully transparent or not transparent at all)

Fyll commented 9 years ago

... I'm not sure I understand. I meant actually changing the art to be transparent. Then, as long as the guy is drawn before the world (which he isn't at the moment), he should be behind it.

DivFord commented 9 years ago

Yes, I got that. But the shader code will determine how that actually shows up in-game. You know what, I'll change the spritesheet, then see if it works or not.

DivFord commented 9 years ago

Ok, tile set is changed and works fine. As an aside, you seem to have removed jump leeway. Did you mean to? Some of the rooms are unwinnable now.

Fyll commented 9 years ago

I changed the way jumping worked, and jump leeway seemed to stop doing anything, so I removed it. Are you sure they're unwinnable? I haven't bumped into any unwinnable levels since making the change.

DivFord commented 9 years ago

Lv8. Jump leeway should still have worked - all it changed was the times jump could be called, not the implementation. It was quite subtle, so may not have been noticeable.

Fyll commented 9 years ago

Huh. I'm pretty sure I've managed level 8 without jump leeway. Having just tried again, I can say with certainty that Lv. 8 is completable (the one where you come in and leave on the left, and there are two floating and one sinking blocks).

DivFord commented 9 years ago

It's still doable, it just doesn't feel nice. The jump is really tricky to pull off from the tiny platform.

Fyll commented 9 years ago

So, what did jump leeway do that made jumping from a single tile easier?

DivFord commented 9 years ago

It had a timer set to 5 while you were on the ground, which it ticked down each frame you were off the ground. There was bool called didJump that got set to false when you jumped, and true when the timer ran out. So for five frames after leaving the ground, you could still jump, so long as you hadn't already. That way if your reactions are slightly too slow (due to input lag) you still manage to make the jump. It's fairly standard in platformer control schemes.

On 27 Jan 2015, at 13:10, Fyll wrote:

So, what did jump leeway do that made jumping from a single tile easier?

— Reply to this email directly or view it on GitHub.

Fyll commented 9 years ago

Aah. I see. I'll stick it back in then.

Fyll commented 9 years ago

All done.

DivFord commented 9 years ago

I added didJump back in, and I set jumping back to a velocity change. It felt really weird accelerating upwards. A jump should be a sudden force as you push of the ground, unless you have rocket thrusters.