03-12-2019, 03:31 AM
(This post was last modified: 03-12-2019, 03:31 AM by DerVVulfman.)
Eventing being lazy? You must use events within maps for virtually anything. Events account for NPCs in the maps, teleport and item acquisition, and much more. Eventing is the basis for many systems. Hell, even when I was making my own maps for the original DOOM, I placed 'events' on the map, those being keys to unlock doors or ammunition and weapons to use. Eventing is the cornerstone of the system.
Better learn it.
Meanwhile, more work has been accomplished for the next version of the Lycan ABS. I've mentioned the Stance system before, the option to make a form of 'Delayed Skill' system that appears in various sideview systems that will become a part of mine. Until now, the system did cause a delay for 'X' amount of time, but the character was basically just standing there doing nothing. That's rather... boring.
Now, I made a small breakthrough where the player now performs a single animation over and over and over... the 'Stance' pose... until the actual attack is performed! It is clumsy, but functional. Still, this is a stepping stone until the stance animation system is complete.
Enemies are still made with events.
Better learn it.
Meanwhile, more work has been accomplished for the next version of the Lycan ABS. I've mentioned the Stance system before, the option to make a form of 'Delayed Skill' system that appears in various sideview systems that will become a part of mine. Until now, the system did cause a delay for 'X' amount of time, but the character was basically just standing there doing nothing. That's rather... boring.
Now, I made a small breakthrough where the player now performs a single animation over and over and over... the 'Stance' pose... until the actual attack is performed! It is clumsy, but functional. Still, this is a stepping stone until the stance animation system is complete.
Enemies are still made with events.