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Moof Project - Beta Tile-mapping/Test Room Building, Connecting Slopes and Ideas

  • jonathanluitjens
  • 2 days ago
  • 3 min read

Hello to you all, new time of the week and I have not the MOST to delve into in terms of length, but notable in terms of potential progress today.


For the main blip of info, the progress of making a playable Beta which I had hoped for being around today to be a thing buuuuuttttt there was a bit more to that than I thought for making something where edits can be faster.


So good news and bad news for that, will start with the good at least first.

Good news, the tile setup, while slow (to make sure the X and Y dots on the collision boxes line up right, unaligned and the player can be stuck while walking) has a test format being applied using a form of Debug room in full,

Where, if it works here, and so far DOES show some promise, I can HOPEFULLY copy and paste the object itself and swap the file itself to the same layout with different sprite themes to be faster.


This is testing in general land-mass in regards to curved slopes of various kinds, and making diverse-ish land-masses by combining aspects from several slope sprites due to parts sharing the same starting Y pixel.


And if you seen the top right, a function I want to test for the Moof himself, a Wall-Jump. More on that if I can make it work how I want it to.


Alongside that is also good news if it's done, but also a bad news in the NOW because of what I have to do.


To edit Moof and add to him in the ways I need to and hopefully to do so right, I unfortunately have to manually transfer/modify ALL his coding and sprites into a new Object. Because, and I can not stress this enough, it genuinely might be easier to do this at the moment than edit the current Moof.


Part of the why is in regards to his sprites and hitboxes, because I'm trying currently to set up all of his sprites in a consistent one-size box, of which the current one does not do, and would be SO LONG to correct on the old Moof


Current task, making sure that every sprite that's not specialized (IE: On-Snowboard or holding stuff if that were ever applies, stuff that's not his basic actions) is the same resolution, so I can import them faster/smoother into Construct.

These boxes use a 36 x 52 ratio, which should be enough for every pose he'd do that involves pushing a button (no not in-game cutscene stuff or anything uninteractive to do)


Ignore the yellow boxes, they're a temporary ruler to make sure I put the sprites roughly "centered" so that when they play it wont jutter the position around.


Because the editing file is JUST COMPLETELY CHAOS IN POSITIONING, I needed the side bit to make everything aligned and coherent to make up for this pure nonsensical placement.


Actual in-game stuff, the tiling smoother than I thought, the Moof starting out incredibly much the opposite however, but should end up matching soon, hopefully.


Doing what I can where I can, will show more when I have more, but for now at least that unfortunately has to be all from me for the time being.

 
 
 

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