Dans l'éditeur d'animation, dernière mouture ? Je m'explique, je voulais prendre quelques captures d'écran pour expliquer comment se faire un petit personnage à partir de "composants" simple, puisque la "branche tutoriel" sur github est maintenant capable de gérer aussi bien les personnages simples que composés.
Malheureusement, un des widgets (normalement sur la gauche) n'affiche plus rien. Particulièrement ennuyeux puis qu'il s'agit en fait de la "palette de composants" qui permet de sélectionner un pied, la tête, le corps, etc.
J'ai du louper quelque-chose lors du refactoring.
- the thumbnails are on the "sub" screen, the timeline and sprite pages preview are on the main screen.
- the 'limb table' is actually rendered, but only on BG3, which appears to be hidden.
- clicking limbs properly switch sprite pages
- clicking the sprite page does weird things with the cursor on the top (sub) screen.
Oddly enough, if the layer with limbs table is hidden, how comes we see the sprite page ?
- only other calling site fill_anim_thumbs_16() is AnimWindow::restore().
A: yes.
Saturday, May 19, 2018
Un p'tit bug?
Friday, May 18, 2018
Tuto branch update.
A few weeks ago, I found myself pressing the direction pad of my DS to keep
that little character onscreen. It had the most basic behaviour could think of because its sole purpose was to demonstrate how we control things in my game engine. Somehow, it felt a bit like an empty level in Space Taxi.
today, that same character moves around a place that comes from the level editor, with blocking tiles effectively blocking you. What it misses is a target. Snake-like pellets, if you want.
That requires me to revise:
- collisions between Gobs
- counters
- in-game level changes.
Tags: refactoring, tutogit, video
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