This month we focused on animations, mainly getting animations to stack in order to pull off something extremly extremly vital for the game, it's part of the core gameplay that battle's be fun... but we also want this to be made of super generic and seperate systems that don't have any knowledge of each other, in programming we call this encapsulation.
My initial hope was additive animations, but after working for quite some time on that I had to stop, the libraries are not there yet, and I can't put in the time to build it myself. (Eventually we may have to revisit it, the library I use is interested in it, but they havn't gotten anything done on it yet)
Instead I split up the battle scene into "pockets" of information, each pocket will have it's own animation frame of reference, which will give us the same effect but is a bit heavier on render time.
In the screenshot you can see your hero animating in before the battle ui appears.
http://artistgamemaker.com/games/unlisted/791g16b7010a
The Monster Girls Team
2017-03-20 23:43:40 +0000 UTC