Some other progress: a friend of mine is willing to do music for Platformer. I also implemented support for background music in the game via XACT, and I’m going to add support for normal sound FX as well soon.
Rare art post day. Not pixel art this time, either.
Experimenting with some “larger” tiles — i.e., making 32×32 blocks instead of just 16×16. It gives you more room to fit in details and looks a little less monotonous. This is inspired by the “fat” tiles used in Joakim Sandberg‘s work.
I also tracked down a bug that was causing the editor to very rarely get stuck in a mode where you couldn’t use Undo or Redo. It only occurred when you moved a tile selection, but dropped it exactly back where it was originally. The code was doing a return without popping a level off the undo-tracking stack.
Platformer now has a simple scripting solution, which will allow me to make cutscenes and do various things when Lenny touches a trigger. The language is sort of like Lisp or Scheme, because that required the least possible amount of effort to code a lexer/parser for. The major problem it solves is the ability to quickly script things that take > 1 frame to execute, e.g., fades, lerps, camera movements, animations, etc. For example, you can execute:
(camera-ease "pointOfInterest" 1) (fade-out black 0.5) (camera-cut "somewhereElse") (fade-in black 0.5) (camera-ease (get-player) 1)
You don’t have to add in any code to wait until the camera movements or screen fades end; the functions just take however long they take, and the code remains nice and clear and linear.
Stuff that scripts can currently do:
- Create and destroy entities, as well as show/hide them, and teleport them
- Move the camera, including cuts, lerps and “ease” motions (which are basically a ‘nonlinear lerp’, if that makes sense, with an ease-in and ease-out to look smooth)
- Control screen fading
Most of the functions that require a position actually take the name of an entity (or an Entity instance itself), so you can place markers for significant points in the map editor, visually, and then refer to them in scripts.
And now for some screenshots:
Getting some stuff done for Platformer:
And a work-in-progress run cycle (tail not totally done yet):
EDIT: Updated running anim a little.