they've got less than a day left, but they've got 116% funding, so the game is definately made.
they also got their first stretch goal, $1,650,000, which gives us more music.
their next goal is $1,900,000, which is for an animated opening.
i'm excited for their third stretch goal, $2,050,000, full voice acting for major characters.
...
okay, back to my game.
...
i decided to go the route of implementing gamepad controls.
the first thing i had to do was make small adjustments in my previous movement code.
the basic left/right movement now includes;
if (runleft=true) hspeed=-24;
if (runright=true) hspeed=24;
those variable, runleft and runright are now and can be found in the creation event.
in the begin step event i have this bit of code.
runleft = gamepad_axis_value(0,gp_axislh) < -0.4;
runright = gamepad_axis_value(0,gp_axislh) > 0.4;
if (-0.4<(gamepad_axis_value(0,gp_axislh))<0.4){
runleft=false;
runright=false;
}
this just detects the direction of the analog stick and marks runleft or runright accordingly.
however an issue arises that when in mid air, the player lacks a certain degree of air control.
tomorrow i will remedy this.
and i guess today i learned that there's a big difference between analogue and digital control.
No comments:
Post a Comment