Friday, December 4, 2015

Dev-Day Episode 50: Fire and Cold Ashes

a quick indivisible update.

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.

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