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Yudou
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Yudou
@Yudou
Pixel animator pfp @ritterdoodles
River City Katılım Eylül 2012
1.4K Takip Edilen34.8K Takipçiler
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There's quite a bit to it. Nel has a ThrownBlade object that is turned on whenever she throws her blade. And the blade has collisions with enemies and world geometry. The enemy is then locked in place and she disables collisions with all other enemies and rapidly accels to the target. There's a per frame lookahead check to see when the reeling state ends and transitions her directly into the first air hit
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@Yudou i’ve wanted to do the grapple thing for the longest time it’s so cool but not sure how to implement it
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@NextGenGames_ The animations? Those are all hand drawn and and transitioned into one another through Godot's AnimationPlayer
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@graystripe2000 The rubble will probably have some kind simple texture on them. Nothing too crazy fancy, but I'm planning on the geometry texture being pixel art. probably making the world geometry have a pixel art edge to them that can redraw to along the edge when a chunk is cut out from it
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@Yudou Wait, so are all the destructible objects just drawn in pixel art and the cuts being made something the engine generates itself?
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Dyanamic world geometry destruction. Any world geometry can be flagged as destructable and certain actions can cut out parts of the world.
The rubble that this creates can also be given hitbox collisions and damage values to create destructable terrain attacks. Think dropping parts of the ceiling on enemies or an enemy stomping the gound to cause rubble to fly into the air.
#gamedev #pixelart
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