11-21-2013, 05:17 AM
Alas.... I may not be done with Lycan.
There are three things I still need to work on in my ABS. But of the features that will be in the next demo, I have:
An Adjustable AntiLag
A normal antilag prevents the sprites from updating or having the graphics rendered within the spriteset if the event's source is not within the 20X15 playable/visible area. Unfortunately, this could make fairly tall sprites 'POP' into view if they weren't originally within the screen, or cause a strange graphics drag/undispose glitch if a tall sprite's source leaves the area.
This new feature allows the designer to add padding to the top, sides and bottom edges of the screen. They are individually set, so padding on the top may be set to two tiles while padding on the edges are set to 3. By default, I set the bottom padding to a 6 tile area for extremely tall tiles/events, like trees.
Jumping height check
I already set it up so you can make certain tiles impassible when jumping. This allowed me to create ledges you cannot jump off which would look totally stupid. But there was another check it lacked.
I added a feature that checked if you were jumping over (or through) tiles that had a priority rating of 2 or more. Sure, a tree stump doesn't have a priority of 2, so you can jump over that. But tiles above the trunk base are typically set to 2 or higher. So I set up a system that (ignoring autotiles) checked to make sure it wouldn't pass through tiles with too high a priority. I mean... who jumps over trees???
These are two features that are coming. There are others I have planned.
There are three things I still need to work on in my ABS. But of the features that will be in the next demo, I have:
An Adjustable AntiLag
A normal antilag prevents the sprites from updating or having the graphics rendered within the spriteset if the event's source is not within the 20X15 playable/visible area. Unfortunately, this could make fairly tall sprites 'POP' into view if they weren't originally within the screen, or cause a strange graphics drag/undispose glitch if a tall sprite's source leaves the area.
This new feature allows the designer to add padding to the top, sides and bottom edges of the screen. They are individually set, so padding on the top may be set to two tiles while padding on the edges are set to 3. By default, I set the bottom padding to a 6 tile area for extremely tall tiles/events, like trees.
Jumping height check
I already set it up so you can make certain tiles impassible when jumping. This allowed me to create ledges you cannot jump off which would look totally stupid. But there was another check it lacked.
I added a feature that checked if you were jumping over (or through) tiles that had a priority rating of 2 or more. Sure, a tree stump doesn't have a priority of 2, so you can jump over that. But tiles above the trunk base are typically set to 2 or higher. So I set up a system that (ignoring autotiles) checked to make sure it wouldn't pass through tiles with too high a priority. I mean... who jumps over trees???
These are two features that are coming. There are others I have planned.