Ole A. Sjo Fasting
Ole A. Sjo Fasting
Haven't seen how duck game does it but I'll check it out. Making skeletal animations with pixel art introduces all kinds of problems with the graphics, as can be seen,...
From what I can see, they just apply physics to the corpse sprites, without rag-doll physics (ie. no flailing limbs, etc.). This is not difficult to implement. Just add linear...
As was discussed on discord, Duck Game actually utilizes skeletal pixel animations. They seem, to me, to rely, firstly, on rotations in 90 deg steps, which mitigates the problems mentioned...
> @orhun From what I can tell it's only gamepad support, though upon removing it from Cargo.toml just as a test, it is used in a loooot of the codebase....
> @billyb2 See [PotatoTech/fishsticks#18](https://github.com/PotatoTech/fishsticks/issues/18) regarding SDL2. > > The gilrs backend works without Emscripten, but we had issues with [bizarre button mappings](https://github.com/fishfight/FishFight/pull/125#issuecomment-931344021) when using gilrs, which is why we chose...
> Maybe this could be added as Mod example? I.e. the ‘Equipment mod’. This will require scripting to be added, if we want to add it using the modding system...
This kind of stuff is why I abstracted the effects of items into passive and active effects. It should be very easy to add this, with the current API. Basically...
(fungal) mind control, of course: https://www.youtube.com/watch?v=vijGdWn5-h8 Honorable mention: The rabies virus which, basically, turns you into an antisocial, blood-thirsty vampire
IMO, it is better to make a base data struct (Weapon struct, for example) and separate the logic that varies from implementation to implementation, as @orhun mentioned. My preference is...
In stead of using traits, like that, I think it is better to create one `Weapon` trait with an `attack` method, or something similar. If we later create an `Item`...