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@D8H D8H commented Dec 5, 2022

  • Use a dedicated extension to change animation according to movement direction.
  • Fix collision masks for sound effects.
  • Use the navigation mesh path finding extension for mouse control.

@D8H D8H added the 🔄 Example update An update for an existing example label Dec 5, 2022
@D8H D8H self-assigned this Dec 5, 2022
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tristanbob commented Dec 8, 2022

Suggestions:

  • Remove Base_Event (an empty external event)
  • Using a keyboard movement while a mouse movement is in progress causes Mindy to freeze the animation (this is an unlikely use-case)
  • Change navmesh shape-painter to be more visible. Full opacity, color red, and width 2 pixels. This is supposed to stick-out and be highly visible.
    image
  • Change the animation based on the name instead of number. "idle" is easier to understand than animation "0". (This does not apply to the movement function that requires the number)
  • If we are going to have footstep sounds in the grass, we need them for all types of terrain (at least a default sound for non-grass)
  • "Move with Gamepad" is great and should be included in default controls of the top-down behavior (yes, the Gamepad extension would need to be installed by default).
  • Having two completely different "Is moving" conditions is very confusing (users have to observe the different icon and know the context of each condition)
    image
  • Add a TriggerOnce to stop the audio for footsteps (otherwise the debugger complains every frame)
  • Why does the bat follow a point called origin? Isn't that the same as Mindy.X()? Why is it not capitalized like it is in the point editor? My recommendation is to create a new point for the bat to follow, instead of origin + offset.
    image

@D8H
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D8H commented Dec 10, 2022

  • Change navmesh shape-painter to be more visible. Full opacity, color red, and width 2 pixels. This is supposed to stick-out and be highly visible.

I think it's visible enough. If someone take a screenshot of it, at least it won't look too bad.

  • Change the animation based on the name instead of number. "idle" is easier to understand than animation "0". (This does not apply to the movement function that requires the number)

    • Having two completely different "Is moving" conditions is very confusing (users have to observe the different icon and know the context of each condition)

Animation numbers are calculated, I moved it in the function to clarify.

  • If we are going to have footstep sounds in the grass, we need them for all types of terrain (at least a default sound for non-grass)

There is no foot steps sound in the resources of this example. Do you think the one from the platformer example could do?

  • "Move with Gamepad" is great and should be included in default controls of the top-down behavior (yes, the Gamepad extension would need to be installed by default).

I submitted an extension update.

Thanks for the review, I applied the other suggestions.

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D8H commented Dec 17, 2022

I think there is no blocking issue. I'll merge it in a few days if nobody see something else to change.

@D8H D8H merged commit aaf1a3d into main Dec 20, 2022
@D8H D8H deleted the nav-mesh-isometry branch December 20, 2022 17:55
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