Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Day 7

Dayum.

Enemy sprites are still a work an in progress and all they're gonna do is walk forward and start hitting any barricade/player that's in front of them until they eventually get to the staircase.


But todays problem was a bug with the shooting mechanics. You see, I have this script that disables the weapon prefab when the player changes weapons. This works alright, even with the main shootin' tootin' script as a child for each weapon. But today I learned that if you disabled a gameObject, then all the coroutines just give up. Which is bad, because I had a WaitForSeconds to simulate reload time. It took me a whole day to learn that Invoke() isn't effected by scripts OR gameObjects being disabled. So now when the player runs out of clips, I turn the script off (this.enabled = false) then invoke a small Wait method which just has this.enabled = true after seconds dictated by reloadTime. WEW

Edit: Here's the creature designs: