Game
Hensen Hopper
10 months ago

So I've spent an hour and a half accomplishing ultimately nothing today so far. I love programming, it's a life-long special interest of mine, but I also HATE it SO MUCH sometimes! (warning: this is a rant)


Since both the beetle's sheild and the beetle-shell equipped sprite over the player both dynamically update according to the value of an integer (the beetle's health and the damageAbsorption count on the Player respectively), I am TRYING to create a script that would read an arbitrary integer field's value and set the sprite of a sprite renderer component on the same game object to a sprite mapped to that integer value in a list of pre-defined pairings that I can modify from the inspector (basically a dictionary except as an array of structs with an integer and Sprite field because C# dictionaries, I discovered, cannot be seen from the inspector window, just the cherry on top of the mountain of things about this endeavor that are royally pissing me off)

Sounds fairly simple, right?

WRONG!

It turns out, this is, to an asinine, absurd, downright hilarious degree, WAY more convoluted to do this conceptually simple action than any reasonable human being would ever idly think about even fever-dreaming to be the case! The obstacle I'm running into is getting the "arbitrary integer field" part of this to actually work. YES, you CAN use system.reflection BUT then performance may take a hit because I need to regularly check the value in order to do this and I won't allow THAT to happen because of course I'm too damn stubborn for my own good and need my game to run well in order to be satisfied with my work as the developer. Stupid fricking...



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The gang's all here!

AAAAAAA! The spider is coming along!!! I'm actually quite proud of the way this turned out! I'm planning to take a break for a bit but I am ALSO gonna add some more idle movements to the spider and then apply some drop shadows and it'll look a ton better.

Been working on the artwork for the spider enemy!!! This is a preview of what it'll look like in-game. I am gonna remove all of these drop shadows as I usually apply those to the spritesheets themselves once I've drawn the animations.

Working on animating the spider! Like I did with Hensen and the other enemies, I'm doing it in layers, starting first with the web and now with the propeller thingy on the back.

AAH! SPIDERS!

He has hands now!

You see I was GONNA get to work on the procedural enemy wave generation algorithm but then I remembered I still haven't drawn a defeat animation for the spider so now I'm working on that instead. 🤣

Doing it in layers starting with the web as usual.

The spider is more or less complete functionally AND artistically! I might try to update the enemy spawning algorithm before I release any new alpha builds with the spider, though. I'm on my whiteboard trying to think through that problem.

HIS HANDS ARE ANIMATED NOW!

Well, that didn't take long HAHA!

Why did nobody ever tell me you could simply export to GIF from DaVinci Resolve?