Dev log #1
-----Dev Log #1-----
I worked on the player animation sprite and successfully implemented it into the player control movement. This week, I plan to mainly focus on the animations
I worked on the player hair movement in sprite animation form, but it didn’t feel quite right. I looked into how Celeste created their hair, and I found it interesting—they didn’t actually animate it but instead used a physics-based approach. Here’s a Reddit link to what I explored: https://www.reddit.com/r/gamedev/comments/9a0cfr/how_is_the_hair_in_celeste_made...
How is the hair in Celeste made?. I also watched a video to help guide my hair implementation.
-----Feedback from Testers:-----
Chloe: The only thing that caught my eye, aside from what you mentioned, is that I think the hair and sprite have different pixel sizes. However, I believe that’s due to the way you’re implementing the hair (also, the hair doesn’t move up and down with the idle/moving animation). But I think it’s a great idea! I may just be nitpicking, though. After playing Celeste, I can see that you’ve done the animations really well. A few other games here have had timing issues, but this looks pretty smooth.
-----Collision Problem:----
When the player moves around, they sometimes get stuck on walls.
Fabian's Suggestion: I like the way it plays; the player movement feels nice and smooth. Are you using a physics material with friction set to zero? That could help fix the collision issue.
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