Dimension Shift

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Mugi
Posts: 808
Joined: Thu Dec 27, 2018 8:30 pm

Re: Dimension Shift

Post by Mugi » Sat Jan 11, 2020 3:54 pm

here we go with a new weapon and reloadable weapon graphics to get some of that detail in there.
this is made in a way that weapons are changed in the menu, and depending on the selected weapon, the last 2 rows of tiles reloads for the selected weapon, giving me 32 tiles per weapon to draw whatever i want.
currently done weapons are fist, sword, whip, and im working on the pistol (projetile) as we speak. After that there will be one more weapon to do.



current issue with the whip is that the hitbox of the weapon is only at the tip of it when attacking tile based entities (stupid way to calculate tile offsets is to blame there.) i'll fix that later on :P
"what are you up to?" "Oh, not much... just... Parallaxing"
- Raftronaut
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Bucket Mouse
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Joined: Wed Mar 07, 2018 2:25 am

Re: Dimension Shift

Post by Bucket Mouse » Mon Jan 13, 2020 10:21 am

Looks fantastic as always. I think this is the first time we've gotten to look at your code directly.
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Mugi
Posts: 808
Joined: Thu Dec 27, 2018 8:30 pm

Re: Dimension Shift

Post by Mugi » Mon Jan 13, 2020 11:10 am

you can see snippets of the code every now and then on some older videos. it's not really anything mindblowing per-se.
what you're seeing in this video is a portion of my weapondraw that does the actual sprite loads during attack.
Its a fair bit different than the vanilla sprite weapon draw present in nesmaker engine.
"what are you up to?" "Oh, not much... just... Parallaxing"
- Raftronaut
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