Thanks for the feedback! I have to spend some time scripting exports in the future so the .pck
advisory is well-appreciated! Many of the animations are unfortunately placeholder(meaning: absolutely permeant and shipping in the final game!) Usually I have this rule of ‘no placeholders’, but I need to be more strict in this regard. Proof-reading is also not my strong suite 🤣. I plan on writing a .csv
document or the like that’s change tracked/grammar checked/linted to catch these issues in the future.
As for behind the wall bug, I’d thought I had fixed that issue, but need to return to it. I use the same raycasts as for movement collisions for checking if enemy encounters are triggered, but there appears to still be an edge case. I’m betting it’s because I buffer move inputs so the encounter is triggered, but you still do an extra move and the enemies are relative to the player transform so they appear behind the wall.