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Ah, I see! That does look promising! Even if it looks a bit wonky while jumping, but I expected that... (Since ramp implementation is not completed yet.)

Oh yeah, I forgot the shadows change to different sprites as well if it hits a ramp, which caused the strange lurching effect... Whoo boy. Take your time working on it if you wish, there is no rush! Thanks again for working on this... It certainly looks quite challenging! 

It's not the problem. With auto tracking i tag all shadow sprite "shadow" with one click. The problem is on ramb the shadow changes y value.

Oh... Yeah... I could see how that would be a problem. The y value is a big problem during most of this, it seems. Have you discovered a possible way to work around it...? I’m not sure how to even begin tackling such a problem... Thanks again for looking into this, don’t push yourself too hard though! This file is not the top priority, I would imagine. 

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i suspect that if there's multiple shadow sprites you could use tags and then in the code have tags change y things accordingly? i did consider trying that in RCR but it'd be too inconsistent in that considering how sprites got split up in that compared to maybe this. plus this seems like there's less sprites to tag here if you were to try that approach anyway.

edit: by this i mean multiple shadow sprite tags like maybe "shadowground" and "shadowair", then taking slightly different action from ramps by using the said tags.

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I got what you mean. With a quick observation i see that there are three types of shadow sprite: on ground, up the ramp, down the ramp. So the sprite types only tell us if the bike is currently running straight or climbing a ramp, it doesn't contain the ramp height info at that specific location