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Day 11 Cosmic Horrors Jam

·632 words·3 mins

8:21

Alright. Some catch up on Discord. Team is pretty happy with the build I posted last night. Still lots to do but I think they’re pretty hyped.

13:06

The devil is in the details. I’ve got sprites for Prima facing:

  • back
  • back left
  • back right
  • front

I’m changing the x scale of the front-facing sprite to get a front left and front right.

What do I want?

Start front facing. If press up then change to back facing. If release up and press to left then back left. Stay with a back-facing sprite until down is pressed.

18:35

I figured out the above eventually. Since The back facing has three sprites and the front facing has two, I needed to track the x direction in two separate variables: one which was -1 or +1 and the other which could be -1, 0, or +1.

Fwiw here it is:

	if !_prev_direction.is_equal_approx(direction):
		hide_all()

		if direction.x == 0 and direction.y < 0:
			_direction_x_zeroable = 0
		elif direction.x != 0:
			_direction_x_zeroable = direction.x / abs(direction.x)

		if direction.x != 0:
			_direction_x = direction.x / abs(direction.x)

		if direction.y != 0:
			_direction_y = direction.y / abs(direction.y)

		if _direction_y > 0:
			# Face forward
			default_art.show()
			default_art.scale.x = _direction_x

		else:
			if _direction_x_zeroable == 0:
				default_back_art.show()
			elif _direction_x_zeroable > 0:
				default_back_right_art.show()
			else:
				default_back_left_art.show()

		_prev_direction = direction

Anyway, I started working on one of the scenes I’ve been most excited about. The player character Prima’s encounter with the big bad. First I needed some speech bubbles so she could indicate things are … off.

I’m pretty happy with how the words are triggered. I’ve got two hit areas in the floor of the room. When Prima walks into one of them it pops up a speech bubble.

It also cancels any movement until a movement key is pressed again, forcing the player to take a brief pause.

After setting that up I moved onto making the big bad’s game over door. This is a lot trickier for me. I haven’t done much in the way of special effects so I’m struggling a bit.

Which is learning so.

I tried to get a screenshot of where I’m at with that and loaded it up for the first time and…

…crashed my laptop.

Hahaha that’s the other thing I’ll have to learn about these effects.

Interesting that it runs okay in the editor but not in the game. Huh.

20:33

Still on it. Picking sound effects.

https://freesound.org/people/harleto/sounds/415333/ https://freesound.org/people/SamsterBirdies/sounds/435692/

Feel like I just need to keep adding layers until I don’t.

21:31

Well, I’ve lined up the sound of banging on the door and a build up of the chaotic noise distortion track that musician Tim sent with the door blowing off revealing a glowing door, a beam of light emanating from the door, a bloom, and then later a wash that fills the screen white. The door blowing off also shuts off the other atmospheric effects.

It still needs a lot of love but I’m having fun with it. I gotta be careful about timing, though. Three days left in the jam!

My friend Tim (not the musician) has been doing special effects and as much as I’m having fun with this, it’d be way better to pass this to him and see what he can do with it. He’s miles ahead with this stuff so.

Meanwhile, I need a reason to keep the player in this room for the 30 seconds or so that it takes for the game over sequence to play out. They’ll have a chance to escape before the door blows but I’m gonna make them crawling and maybe puking.

I did a quick Frankensteining of Flavian’s drawing of Prima to get her into a crawling position.

If this works then I can get him to do a real one.