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Platformer Progress - Small Update, more Refinement of Coding for Animation Triggers

  • jonathanluitjens
  • 3 days ago
  • 2 min read

Hello to you all, this might be a shorter post, as it's more a setup to something coming, but thought I would at least make a brief post.


Currently am trying to look into refining code I have implemented, doing this in batches so far, to fix things like animation errors or functioning errors. Starting smaller and going with the basic motions and animation triggers first. For a test run I'm making it function off of "states" lead by button inputs mixed with making sure other states aren't active to ensure two animations don't conflict.. which surprisingly is a problem that came up a few times.

Outisde of the screenshot, there IS also the Heavy Drop coding, which I DID end up making work in a way it's worth using to drop faster than the standard fall for speed purposes, so just need to make it more visually appealing, then I can show that off in full.


I didn't remove the old code, it's just in a temporarily disabled code folder so I can work on these factors one at a time, I can show more soon but I did make sure I could properly segment off and fix the pieces done so far.


Also outside of the screenshot and what's being worked on now, the Dive, the animation plays seamlessly and transitions to idle, running, and all it can easily, the function still a bit weird because the "Move To" action has an error being looked into. I tried a physics force that the screenshot shows, it didn't work so far, testing theories out.

Visually it is good and plays proper though, progress is progress at least.

Hoping to do more soon, but only can with time, so for now at least it'll have to be all from me.

 
 
 

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