Tim-Tim 2 Dev Thread

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Spoonweaver
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Post by Spoonweaver »

I've been working on the design for these for a while.
After a lot of internal debate I decided to make them spider webs.
What do you think?
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Spoonweaver
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Post by Spoonweaver »

I also decided the threeholder's blasts needed some work.
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Post by Bob the Hamster »

Awesome! :D

I noticed you cast fire downward when climbing. Can you cast up too? Does it work when not climbing?
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Post by Spoonweaver »

You can not look up or down while standing anymore, I took it out of the game.
It wasn't really adding anything, and would lead people to think it should do things it did not, like move the camera or aim rocks better. They only thing it really DID do was allow people to aim rocks directly down while jumping. This is a much more accurate way to aim rocks, however it seemed to much like mario, as you'd be jumping on top of things to kill them. Plus it took away from the intentionally awkward rock throwing.

But yes, you can throw SOME things up while climbing.
I've actually discovered a few bugs while making this gif... they're not small.
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Spoonweaver
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Post by Spoonweaver »

Yetis (50% done)
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Post by woahpotato »

seeing that it's 50% done hypes me
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Post by Spoonweaver »

More Yeti
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Post by kylekrack »

It just looks mean when you walk up behind and stab them in the back. That yeti was minding their own business and you spooked em!
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Post by Spoonweaver »

A guy packing a fire scroll in an ice cave isn't looking to make friends. :V
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Post by TMC »

woahpotato wrote:seeing that it's 50% done hypes me
How right you were. It's glorious.

One comment though, the walking animation, while otherwise nice, it looks like the feet are a bit misplaced. In the standing pose the feet are about 5 pixels apart, but while walking, when the front foot is forward it's only a couple pixels from where the back foot is when it's forward. It results in the illusion that it's the same foot, shuffling back-and-forth a couple pixels, rather than that the feet swapped positions. Plus it kind of looks like the leg is bent the wrong way at the knee, to result in a foot so far back from where it should be.
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Post by Spoonweaver »

TMC wrote:<feet stuff>
Hmm, yea I agree.
I'm not super great at free handing animations, and do tend to have to go back and adjust things several times.
Thank you for the observation. I'll likely adjust him soon.
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Post by SwordPlay »

so enemies have krazy reactions to being hit? interesting. and the cartoony animation is cool as well! <3

@TMC about the feet being animated oddly. I think a bigger issue is shading rather than positioning. If the back foot is darker/shadowed compared to the foot in the foreground, it should register better.
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Post by Spoonweaver »

They don't all react to being hit. Most of them react by dying.

And extra shading...
it's a good idea...
shouldn't be hard to implement
alright.
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Post by Spoonweaver »

Made some of those changes to the yeti.
You'll notice that the yeti reacts to more than just being hit.
I'm still adjusting his range of detection.
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Post by guo »

Must be a challenge to program AI like that? I'd love to hear more about how you do this.
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