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Day 3: July 7, 2019

Ahhh, tile maps, gotta love 'em. So much effort to get everything to fit nicely together and yet, not much to show for it. (Particularly because I am not a very good artist.) Not to mention unexpected complications.

Today, I designed, drew, and then fixed the main tiles that will be used in the first act of the game. Drawing and editing tiles always takes so much longer than you expect it to.
Once I imported the tiles into the tilemap editor within Unity, I encountered an error where wall jumping and even walking were basically broken.  This resulted from an error in how I checked for collision with the wall and ground. By using a Boxcast, the collisions with long colliders such as the debug platforms I was using worked perfectly. However, they did not work with the smaller tilemap colliders. The solution to this issue was to instead use the overlap function built into the Collider2D class, and now it works perfectly.
Or at least, I'd like to say so, but I also encountered one of my favorite type of bug: the kind that happens seemingly at random. Sometimes, the player will completely stop moving while on a wall, and the only option you have is to jump. I haven't found the cause of this bug. Also seemingly at random, the player will be slowly pushed away from a wall they are on, until they fall out of range of the walljump animation. Now that I write this, I suppose a way to fix this symptom is to just simply lock the x vector of the player's velocity while they're in the walljump state.

I also modified some of the jumping physics as well: Now there is an instant large force to counteract gravity, mixed with the constant force supplied by holding space. Also, the player maintains their momentum upon entering the walljump state. This makes it possible to jump quite quickly up the wall, unless you try to jump after falling from a great height into the wall.

In any case, here's an obligatory GIF.

The plan for tomorrow: probably going to work on special tiles as referenced by the PERT chart in my second post. Either that, or drawing some NPCs. (I might even get on that tonight, if I feel up to it.)

'Til next time,
ScPlays