Post Jam Update v0.4 bit of UI and other things


Update 0.4 is here, not that many big changes but a few features, one tiny fix.

First of all i added a spin bar to get a better idea as to when the attack window ends and player becomes vulnerable to ennemies again,  i couldn't figure out how to have a proper "slow refill" of the bar for a cooldown so it only depletes for spintime and gets immediately filled once the attack window has ended.

Then this is not really noticable in game, but i have a better grasp on the spawn method i used, and was able to modify it to prepare for implementation of different ennemy types, i'll see how this goes as i learn and as the projects moves on.

I noticed that the walk cycle didn't start on the right frame, so if you happened to tap the direction while on the ground, the character would just slide awkwardly, this should be fixed now. Small fix but hey better than nothing :p

Finally one "Out of the box" feature thanks to the way Godot handles the input map, i was wrapping my head around how i could get controller support when... i noticed the default input map has some configured already (yes i can be THIS dumb) 

so apparently hey ! Controller support :O ! Although i'm not sure about all controllers, the one i have is X input compatible so i suppose similar ones and official Xbox controllers should work OK but i have no idea / way to know for PS 3/4 controllers

I'll conclude with the changelog to recap (and i'll edit the controller controls on the game's page)


Changelog v0.4 :

  • Added a Bar to display the duration of Spin Attack to the UI
  • Revamped Spawning system to prepare for more "ennemy types"
  • Fixed small issue where walk cycle had frames playing in the wrong order
  • Controller Support (me being dumb for not figuring it was here from the start :p )

Files

SpinDef_Post_Jam_v0.4_Browser.zip Play in browser
Sep 16, 2019

Get Spinner Defender

Comments

Log in with itch.io to leave a comment.

PS4 controller works fine. Check the Input.start_joy_vibration(0, 1, 1, 1) function, if you want a rumble effect! ;)
As for the refill: put the refill code after the character landed and/or the animation is finished. If you want to animate the refill, you can use a Tween node.

(+1)

Nice ! Good to know the engine also has built in features for rumble controllers, i'll see if i can add that whenever i solve some of the problems i have on the table for the next update.

Same with the Bar refill, i'll see how this works, i've seen some tutorials about the tween node but didn't quite understood how it works yet so i'll probably go for a few rewatches to learn that properly :p