By the way, these are not my graphics or animations, I will not be makign a DBZ game so I won't use goku, and my animations will be much smoother than the ones of this model, this is just for testing purposes
Things to notice:
New Features: Menu System!
I decided to go with a simple classic feel for nostalgia, but I'm not done tweaking yet.
- Has 3 levels, Categories, Subcategories, and Items
- Categorizes items by type, and will display the appropriate categories
- Can get item properties of the current selected item (and any other item on the menu page) as illustrated by the descriptions
- Can scroll when the window fills!
- Can warp from one end of the list to the other
- Items that have a quantity of zero are not listed (however, I haven't tested if this works bug-free)
- Fields for gold and time have been set up but haven't been coded to work yet
Here's the vid!
http://www.prism.gatech.edu/~gtg340i/Other/Menu.avi
I think that's about it for now
Time to take a break and play some games instead of coding one, I want to finish Persona 3 first, and then I'll start on another part of the project
Old Version Features:
- Double jump! It's hard to tell he's doing it because of the video quality, but I assure you, there are two distinct jumps possible! Just two tho, until you fall. And if you fall of an edge without jumping, you only get one. Got to keep things fair!
- Levitation! You can levitate, and you will bob up and down in a nice sine wave. Also, notice how eventually the camera drops (you can't see his head!) as I posted earlier
- Targeting system! Oh god, this seemed like an easy thing to code, but dealing with the 'boundary' conditions without a break function or a wildcard character to go with my original logic made me have to come up with workarounds that took forever to get working right... but now they are! The system basically scrolls through all enemies present on the screen, based on a number assigned to them in their szEntityName. One key goes through in increasing order and one in decreasing order. Notice that only enemies on the screen at the time are counted, and not off screen enemies.
- New camera view. I'm sure this one's been done before somewhere, but, well, I did it too
Additional Notes: It appears as frame rate lowers, falling speed is decreased, at least when using a scripted player and the HighLevel Jump function. I'm going to bug report this, as it is really bad. It means on slower computers the player can jump farther (yes, I tested this, by deliberately reducing my FPS to 20, and I could jump all the way across the room and then some).
Well, that's enough description, the vid is here:
http://www.prism.gatech.edu/~gtg340i/Ot ... tory_2.avi