Game
Kirby: Project "Twisted Timescape"


3 months ago

Content Blog #1 - really stupid coding practices that are actually very easy to solve because i am stupid (true fact)


Gamers. It's me. The guy.

here's a fun story, while we dont have much to show, March will be a very fun month for 'content' (I'm talking character profiles, and an ability showcase here and there) here's a bit of a story to show that, even across the span of a few months you can learn a whole lot about something that upends your entire structure of animation.

So Blendtrees in Unity are a system where you can have one animation 'state' with multiple parameters, think like, in the example of a Kirby game, you can have one "Idle" or "run" or "destroy important government documents" button, and depending on a variable that can lead to different animations, like running with one hand up, or an idle where Kirby does a REALLY cool flip and then doxxes your ip, anything is possible really.

...

So, I didn't know this -.-

Because I am but human, and don't often look at Unity documentation. Instead I had code where, and I kid you not, there's a script with a variable for "Idle" which would be a string (a string is just a word more or less) that had the name of the current Idle and Run animations, which would play. Along with this I had copies of each animation multiple times in the animator window and never thought to myself, "Hrm... there might be an easier way to do this."

So I came back to the project after the horrible HORRID 0/10 task of Pre-Calculus, and a few other non Kirby projects I've messed around with, I've realized you can just kinda... do that with a single button click? and my animator window is now a lot cleaner :)

Just goes to show that, I suppose, you never stop learning things when it comes to coding, and even if my old code was bad, I don't regret making it persay, it's stepping stones towards an eventual finished product, which is progressing a LOT...

until then!



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