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2h 1m 34s logged

Dev log #3

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Today I got a bit sidetracked and decided to move all of my code within a sprite class to reduce clutter. As a newbie, this was my greatest challenge (besides my arch enemy recoil physics).

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This process was tedious and caused my entire code to break completely on multiple occasions. But the risk and complication was worth the reward. I reduced my codes line count by 15.

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Due to the length of this process, very little was added. However, I did manage to add a aiming reticle for your first initial shot of the gun.

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As seen in the images below, this feature came with its own plethora of annoyances. Annoyances such as multiplying rapidly and staying fixed on the gun trigger rather than the barrel.

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I also created a new gun sprite that now faced the mouse correctly.
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In the next dev log, I hope I come bearing more features.
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I plan to add:
.Basic bullet firing
.Dotted aiming line instead of solid
.Player start game (in which gravity will be applied)
.NOT recoil, sadly that will have to wait

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Went back to my roots today and used my beginner tutorial to help me learn how to apply the sprite class, video linked here: https://youtu.be/AY9MnQ4x3zk?si=9UtUnmyWYpsHZ6d5

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While the sprite class has acted as a roadblock to speed of development, I believe that by the next devlog, my progress will be sure to amaze (I say with confidence 🤞)

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