The animation is actually the idle animation. Because the player is standing still whilst in combat/attacking in most cases, after the attack animation, the code goes back to the idle animation as the player is no longer attacking and is idle, because it isn't exactly a smooth transition, it may cut to animations in the middle of other animations... if that makes sense.
I'm glad you're enjoying it! I have not encountered this bug before, although I'll look into it. That sounds like a good idea actually! That may be implemented. And I'm not sure about the "belly scratch". I assume you mean the Ranger class, but I have never been stopped in combat because of this animation myself, but once again, I'll look into it :D
I did think about diagonal movement in early development, but it broke most of the player's collisions with walls, enemies etc. unfortunately. I may attempt to implement it, but it probably won't happen. The damage reports may need to be changed, I will most likely change the colour or something like that.
The bug you've mentioned did appear in all rooms for me, I'm not sure what it is, it may just be a minor bug, but I'll look into it. And yeah, I guess they're could be a story behind this all, but it was really just to see how many rooms you could survive, or if you can survive them all.
For the buttons in the character select and options menu, they may need changing I guess, but as long as people still realize what to press, it should be alright.
Clicking to see the stats of the player was an addition I added because if it was open all the time, it would block the players sight in the rooms, as the UI is always on top of objects. However, there is a "low health" indicator when the player's health is low, which should give the player enough time to press "h" to quick heal, or quickly open their inventory and click a health potion.
And yes, I 100% agree. Calciumtrice does extraordinary artwork, I hope a lot of people who play the game see that. Also, I'd love for him to see his artwork in action, but I'm unsure whether he has seen my message I left him, or whether he just wasn't interested.
But thanks a lot for commenting and thanks for the feedback.
Amazing! Nice job :D
I like the style of this! I decided to animate it as it was lacking the animations :D
This is awesome! Any chance you'll be adding more characters/levels?
Certainly, do what you wish with it.
Thanks! And your games look incredible! Although, I won't get the chance to download them just yet, I most likely will though.
Do you design the graphics for your games yourself? Because they are spectacular.
Thanks! I used this in my game, which you can check out here if you wish: http://gamejolt.com/games/bunny-run/85050
The animation is actually the idle animation. Because the player is standing still whilst in combat/attacking in most cases, after the attack animation, the code goes back to the idle animation as the player is no longer attacking and is idle, because it isn't exactly a smooth transition, it may cut to animations in the middle of other animations... if that makes sense.
I'm glad you're enjoying it! I have not encountered this bug before, although I'll look into it. That sounds like a good idea actually! That may be implemented. And I'm not sure about the "belly scratch". I assume you mean the Ranger class, but I have never been stopped in combat because of this animation myself, but once again, I'll look into it :D
Thanks a lot!
- Rogue Games
Thanks a bunch!
I did think about diagonal movement in early development, but it broke most of the player's collisions with walls, enemies etc. unfortunately. I may attempt to implement it, but it probably won't happen. The damage reports may need to be changed, I will most likely change the colour or something like that.
The bug you've mentioned did appear in all rooms for me, I'm not sure what it is, it may just be a minor bug, but I'll look into it. And yeah, I guess they're could be a story behind this all, but it was really just to see how many rooms you could survive, or if you can survive them all.
For the buttons in the character select and options menu, they may need changing I guess, but as long as people still realize what to press, it should be alright.
Clicking to see the stats of the player was an addition I added because if it was open all the time, it would block the players sight in the rooms, as the UI is always on top of objects. However, there is a "low health" indicator when the player's health is low, which should give the player enough time to press "h" to quick heal, or quickly open their inventory and click a health potion.
And yes, I 100% agree. Calciumtrice does extraordinary artwork, I hope a lot of people who play the game see that. Also, I'd love for him to see his artwork in action, but I'm unsure whether he has seen my message I left him, or whether he just wasn't interested.
But thanks a lot for commenting and thanks for the feedback.
- Rogue Games
The game is now COMPLETE! Feel free to download it and feedback is very much appreciated.
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