So, to start off with a summary, I started over with a lot of the work on Grief. The engine wasn’t fast enough, and the script wasn’t tight enough. Got a shitload of work done on both over the past week or so (since from now until June, this is the only thing that I have to work on, at all). You can see where the new engine in the Grief Demo tab, up top. The character works way better than before, and that’s a really big improvement in my eyes. This is the third time I’ve tried making a platformer with Box2D, and I think I might have really gotten it down now. The way he works is at least vaguely interesting, so I’ll probably write something about it in the near future.
Also, I hooked up the Jack animations from Company so that he wouldn’t be a green rectangle anymore. Once I find a character artist, I’ll get the actual game art put in.
Everything is working better than before, and I’m satisfied.
0 Responses
Gustavs
My advice would be to give up on Box2d entirely. Physics need not be so painful. :p
Nape or Physaxe would be better choices.
http://code.google.com/p/nape/
http://code.google.com/p/physaxe/
Sorry for the late response, forgot to when you posted.
Carrie
Can’t compare it to the previous demo since I wasn’t around to play it, but things definitely seem to be running nicely. When I read you were basing the game off the Kübler-Ross model (which I’ve always found fascinating) I became even more eager to see the final game. Keep up the good work!
Liza
out of curiosity, where do you usually find your character artists?