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Re: Sweet'n'Soft Waffles project.

Posted: Sun Mar 22, 2020 2:51 am
by Tomahomae
What do you think, what's best way to assign the enemy sprite displacement coordinates?

Re: Sweet'n'Soft Waffles project.

Posted: Mon Mar 23, 2020 3:35 am
by Tomahomae
The problem is solved partially, but it's still need to add a gravitation influence to enemy sprite to make it fall from the sky to ground at the game start, like player's sprite.
S&SW v0.5.rar
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Re: Sweet'n'Soft Waffles project.

Posted: Mon Mar 23, 2020 12:03 pm
by Chilly Willy
Why doesn't gravity affect everything? I guess you have separate routines for everything, and the gravity is baked into the code? I suppose collision detection will be coming soon. And code to move the enemies around. Will there be a low attack? The punch is sort of medium, the kick in the air a high attack, but there's no low attack right now (or crouching for that matter).

In many games of this sort, pressing down will crouch, and they use one button for punches and another for kicks. Combined with crouching, standing, and jumping, that gives low, medium, and high punches and kicks.

Re: Sweet'n'Soft Waffles project.

Posted: Mon Mar 23, 2020 4:17 pm
by Tomahomae
Chilly Willy wrote:
Mon Mar 23, 2020 12:03 pm
Will there be a low attack? The punch is sort of medium, the kick in the air a high attack, but there's no low attack right now (or crouching for that matter).
Of course, it will be there for sure. Like a division of attacks into punches and kicks also. In turn, both punch and kick even will have two options - for right, and, respectively left hand\leg, like in Tekken.

I understand by myself, how diversity of attacks kinds is important in such games.

Re: Sweet'n'Soft Waffles project.

Posted: Mon Mar 23, 2020 7:53 pm
by Chilly Willy
Nice. I should wait and see how it develops.