Star Child Dev Log #7
[p]Jay Ingle - lead developer, designer, and artist:[/p][p]This is my third or fourth iteration of screen shake code for this project. The first couple of attempts worked ok, but were limited, and I didn't have enough options to get exactly the effect that I wanted. The next failed attempt used a shader, and shader code. But the shader code was reliant on zooming the camera in a few pixels, which destroyed the alignment of tiles along the edge of the screen. [/p][p]Finally, I found some simple code thanks to Queble on Youtube. This code makes sense to my brain, there is no mystery. That means that I can adjust it as much as I want, and I still understand what is happening. The amount of screen shake in this example seems pretty close to what I want. [/p][p]
[/p][p]When I first setup this screen shake, it was shaking the foreground, but not my parallax background. This was happening because I did not have my ParallaxLayers set up under the ParallaxBackground node. [/p][p]![]()
[/p][p]Remember kids, anything under a ParallaxBackground node needs to also be under a ParallaxLayer node, in order to function properly.[/p][p][/p][p]Janne - the other guy:[/p][p]I tried to help Jay solve some of the complexity with our input mapping logic, figure out a way to structure the code so it's less fragile and easier to implement and maintain. It seems like we now have a pretty reasonable idea of how to disconnect the InputMap internals from our settings and ensure consistency.[/p][p]Also one of the last features that hadn't been implemented was our automap, so I started structuring code around making it possible, set up the bindings to show and hide the automap component as a part of our HUD, and then the structures for how to track which levels the player has been to. Added the data to our savegames, and then replaced our level loading logic that was uniquely implemented in a few places with a single function call that can then notify the automap as well of new levels being loaded.[/p][p]I'm probably going to use patterns in the filenames to determine the shape of the world grid and parse the coordinates in the grid for the level based on the filenames. That'll need some refactoring of our existing test levels to start putting them in a maintainable structure, and once we have the scaffolding in place we'll need to work on the visual implementation with Jay as well.[/p]