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levyadams avatar levyadams commented on May 10, 2024 1

when I was messing with the scaling it pushes the sprite to 0,0 as well as the box, so instead of centering them or whatever you can just scale the box down the size of the sprite and it all lined up for me.

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ignacioxd avatar ignacioxd commented on May 10, 2024

Thanks for keeping this organized.

We need to make sure that every character is of the same size. Pivot points/anchors may be different per character if necessary.

With the new game mechanics, I think we need every character to shoot something. The spider may shoot out venom, and the priest may shoot out orbs of energy. I'm not sure what the knight might shoot out. Maybe lightning can come out of its sword?

I had not thought about bosses, but it can be something we can add to multiplayer mode, where people would have to collaborate to kill it instead of going after each other.

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PepperAddict avatar PepperAddict commented on May 10, 2024

Okay. I took out the bosses and added a different monster that I've made before to put in.
added fire, ice, venom, lightning and orb projectile.

Let me know if there are anymore that needs to be added and fixed.
The free trial for that texture thingymabobber is ending very soon! Aaaah! 😨

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ignacioxd avatar ignacioxd commented on May 10, 2024

Oooh, how about spawn/vanish animations? We can use these for connect/disconnect events.

I liked the boss idea! They could spawn at random intervals while everyone is battling each other and encourage them to fight together, if only for a little while. Players who contribute to kill a boss may get healed in proportion to how much damage they inflicted on the boss. But we can revisit this idea later.

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PepperAddict avatar PepperAddict commented on May 10, 2024

okay! will the spawn/vanish animation be an overlay like what I have planned for heal animation?. maybe something like in star trek's transporter?

I may not have enough time for boss but I'll try and squeeze it in there after projectiles and the extra animation.

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ignacioxd avatar ignacioxd commented on May 10, 2024

Oh, no problem! Whatever is easier for you. You've already done waaaaaay more than I ever imagined.

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ignacioxd avatar ignacioxd commented on May 10, 2024

Looks like there's a problem with pivot points on the projectiles. They should be at the center of the projectile, I think. Check out the game-dev branch and click to shoot to see what I mean.

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PepperAddict avatar PepperAddict commented on May 10, 2024

is there a button to see projectiles? I can't see it. But switching the pivot point to the center of the projectile will be no problem. the projectiles are already in the center so I'll just put it 0.5, 0.5

edit! Nevermind I see it! when I click with the priest! Should I modify the scale as well or will that be done on the developer's end?

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PepperAddict avatar PepperAddict commented on May 10, 2024

I put the pivot point to the projectile's center for each one, but I noticed it's still off. I think it's because the projectiles are actually NOT in the center of the frame. Hopefully that fixes it.

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ignacioxd avatar ignacioxd commented on May 10, 2024

If you click on the map, projectiles should appear. There will be a bounding box and a green line. The green line indicates the vector of motion and the center of the tile. For some reason the tile looks huge and the projectile is not centered on it.

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ignacioxd avatar ignacioxd commented on May 10, 2024

The scale is modified in code, don't worry about it.

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PepperAddict avatar PepperAddict commented on May 10, 2024

Okay, I think I got it. But I just want to confirm with you before I move on to the other projectiles.
proj

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ignacioxd avatar ignacioxd commented on May 10, 2024

Nice! They look centered now. I wonder why the tiles are so large.

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