Throwing Knives

Tomorrow I’ll hopefully find some time to color this and turn it into a sprite.

I want to give the player the option to throw at any possible angle though, which is giving me a bit of a headache about how I should animate it. Perhaps I’ll split the sprite into two, so the movement “swish” can always have the appropriate angle. Then perhaps it won’t look too weird even if the knife goes flying into the air. If I really want to add the option to throw straight up, I will at least have to alter the animation though.

kasa_throw

Update:

Colored Version

throw_new

Looks like a grain of rice got stuck on the screen. 😀

Twitter!

So I went and set up a Twitter Account and also polished up this page a little bit. You know, cleaning up in case any unannounced visitors show up.

In the meantime on the development front, I’ve been adding combat options with the jumping slash, hit points and enemy attacks, a hit-stun system, a new and bigger level, some more sounds / voices, and last but not least, I’ve been working on some ranged attack options. I want to keep these limited but powerful.

spinningbird logo

I also made a logo.

wellwell

Spinning Slash

This was rather fun to make.

spin

Because I thought, the ledge climb (see previous post) was so dull and long winded. It’s a lot more fun to have an agile character. That’s why I went and implemented a mid-air backwards somersault spinning attack. Haha…

Here’s the final version with a bit of motion blur.

spin00000

Also I’ve been improving the wall slide so just 1 pixel of contact to the wall won’t be enough. I’ve also reworked the movement system to make everything feel a lot heavier, at least on the normal jumps.
And I’ve tried to add more impact to the attacks by implementing some hit stun for the enemies.

Ledge climb….

I made a “ledge grab” that looks like the first frame of the animation below. It acts like the normal wall-slide, except you’re just there in one place. You can press down to slide down the wall, or jump to leap away from the wall, like the regular walljump.

However while hanging from a ledge, I thought it would be nice if you could climb up as well. So I started making the animation below, until I realized it’s much easier and faster (for the player as well as me) to just add the option to jump straight up when hanging from a ledge.

Maybe I’ll still finish and add the animation as an option, like holding shift (which now lets the player walk as well.)

ledge_climb
So far unfinished…

Kasa Death Animation

I haven’t yet decided what her name is going to be, but in the game files she’s named Kasa (Umbrella) .

Below is a step by step process for the death animation. Creating everything took me about 3 1/2 hours from start to finish. That might seem long, but compared to the earlier running animations, it went rather smoothly. (This one’s 11 frames compared to the run cycles 8, but a run cycle is arguably harder to animate.)

For the earlier sprites I fiddled around a lot more on a pixel-level. Unfortunately, that lead to a really inconsistent look, because I didn’t have the creation process down. I’ll probably go back and rework all the existing sprites in the earlier demo to be more consistent with the death animation, since all following sprites will probably have a similar look.

kasa_death.gif

On the “backside” of things, as I keep learning more about GML, I keep finding bits and pieces I could have handled better than I did when I initially wrote them. It’s odd  to think “Wow, I was stupid back then” when “back then” was merely a week ago.

“Umbrella” First Demo Version

I guess this is called a “proof of concept” or something. There’s one level and for now, the goal is to get to the goal flag as fast as you can.

Controls:
Arrow Keys – Movement
Space Bar – Jump / Unfold Umbrella (when in Air)
C – Attack
R – Reset Position / Timer

Hints:
To get to the flag, you need to Walljump off of the red building to the right.
The speed display can give you a hint about how to be faster. Some methods aren’t super obvious.

Download link:

https://drive.google.com/open?id=0B-VDZaK_7ZJNV0h5SDQtZ1hnMlk – Update: Exe to run the demo without installing first.

Here’s the old link to the installer:
https://drive.google.com/open?id=0B-VDZaK_7ZJNYzlrSWxKWHhrMHM

umbrella-screenshot1umbrella-screenshot2

First attempts at a running animation.

first_attempts

Funny enough, there is no animation yet. It’s merely a walk cycle or run cycle that I drew on one page.

The numbers above the head of the figure represent the “sub cycles” so to speak. If we had just an outline, I guess we could get away with four frames of animation. But since each individual leg has to make a full cycle, we need at least eight frames.

The pose however needs to be roughly the same (just inverted) whether the figure is on their left leg or their right. If that makes any sense…