5th November 2021, 3:47 PM
(This post was last modified: 5th November 2021, 3:59 PM by Northadox. Edited 7 times in total.)
UPDATE
YES I am still working on this, I chiefly wanted to Make Things Work™ before I went about discussing things.
Here's another video of the racer racing through a level I crafted showing the game's features. It took a needless amount of time but things Now Work™. Though there are some minor issues. I'll resolve 'em later.
Since last time:
I want to add a proper timestep as Delphinoid and I have conversed about, that's next. Then polish. Yes.
YES I am still working on this, I chiefly wanted to Make Things Work™ before I went about discussing things.
Here's another video of the racer racing through a level I crafted showing the game's features. It took a needless amount of time but things Now Work™. Though there are some minor issues. I'll resolve 'em later.
Since last time:
- Added a "mouselook" feature. You ever play Hotline Miami? It's a 2D game, but you can use the mouse there to view more of the level, and the same applies here. I think this is a great feature to add for a future PR installment because one issue I've always felt is that I couldn't see enough with PR2's incredibly strict camera. AspectZero was telling me one time that he has one of his hands on WASD and the other on arrow keys while he's playing (and if you don't know him he's a le epic PR2 god) and this change would make it so you either have one of your hands on WASD or the arrow keys (as one would have to be on the mouse), so maybe this could be optional. If you hadn't noticed before, there's a bit of extra camera panning based on the racer's horizontal velocity done to help alleviate that problem of not being able to fully see where you're going, but this gives a lot more control. Sorta-related, but "not being able to see where you're going" is kind of a meme also frequently discussed in discourse about classic Sonic the Hedgehog games...might as well resolve it here too
- You can now click to teleport somewhere like in PR2's level editor (this would obviously be disabled in a normal game)
- Added bumping. It should work just fine for non-upwards bumping (like shooting a block with a laser gun or slashing with a sword, both unimplemented atm) but we'll get there
- Preeetty much fixed most problems with the previously mentioned "persistent block" system; it now uses a doubly linked list and allocates/deallocates blocks to the heap when need be instead of whatever I was doing before. Hopefully this system will work?
- Added swimming! Physics on it aren't great but it is indeed swimming.
- Added crawling! It should MOSTLY work as it does in PR2.
- Added the bubbling sound effects from PR3. Yes, this is a very important change.
- Added a custom player sprite instead of the low quality .jpeg of the Classic Set I nabbed off of the Jiggmin Wiki. His name will be "Playboy" (har har funny). In the future, I think having spritework would be best rather than scaled-down larger images, but tell me what you think about the design at least.
- More things I'm probably forgetting or intentionally not including because they're too specific or minor
I want to add a proper timestep as Delphinoid and I have conversed about, that's next. Then polish. Yes.