What's been done today:
* Added a "cunt mask" to the kobold, so there's a more apparent penetration while on missionary position
* Added a bit of belly shadow while the kobold is in missionary to better imply the position, so it doesn't look like her pussy is in the middle of the belly
* Current total of customizable parts: eyes = 10, hairs = 10, ears = 5, noses = 8 (including a cat nose and a dog nose), mouths = 9, head shape = 2. Since making more requires zero further code effort to make the game load them, I'm considering leaving the Krita file for anyone that feels like making some extra
* Did some cleanup on the player attack animation, added a saber to his hand and sped it up a bit (takes a bit less than a second to finish)
* Fixed what I considered a bug: if the player landed from a jump while attacking, the animation would be partially intercepted and you could immediately attack again, jump or move. Now, the attack animation has priority and has to finish first before the player can move/attack/jump again (think old castlevania games)
* The above had another bug, if a jump/fall took longer than the full attack animation, it would repeat. For some reason, even when the animation called a function that set the "is_attacking" flag to false, it remained true. What -really- got me confused is that there was only one line in my entire code that ever made the flag "true". After over an hour trying to figure it, the problem was on an animation call, because I set up a variable for "play_next". While the attack happened, said variable never changed, so it always called "attack" again. Adding a key to change it at the end of the attack animation worked.
* Fixed a bug that caused a fainted enemy to keep moving if hit (KB2 listed back in Sept-8)
At this point, I will turn my attention back to the princess, probably redraw some pieces, put them in place in her skeleton and animate her. Should be only 2 animations: being carried and idle, maybe a 3rd one for vertical movement (falling). With her done, I'll finally shift my attention to level design, get 3 levels done and hopefully release the first publicly available version of the game.
* Added a "cunt mask" to the kobold, so there's a more apparent penetration while on missionary position
* Added a bit of belly shadow while the kobold is in missionary to better imply the position, so it doesn't look like her pussy is in the middle of the belly
* Current total of customizable parts: eyes = 10, hairs = 10, ears = 5, noses = 8 (including a cat nose and a dog nose), mouths = 9, head shape = 2. Since making more requires zero further code effort to make the game load them, I'm considering leaving the Krita file for anyone that feels like making some extra
* Did some cleanup on the player attack animation, added a saber to his hand and sped it up a bit (takes a bit less than a second to finish)
* Fixed what I considered a bug: if the player landed from a jump while attacking, the animation would be partially intercepted and you could immediately attack again, jump or move. Now, the attack animation has priority and has to finish first before the player can move/attack/jump again (think old castlevania games)
* The above had another bug, if a jump/fall took longer than the full attack animation, it would repeat. For some reason, even when the animation called a function that set the "is_attacking" flag to false, it remained true. What -really- got me confused is that there was only one line in my entire code that ever made the flag "true". After over an hour trying to figure it, the problem was on an animation call, because I set up a variable for "play_next". While the attack happened, said variable never changed, so it always called "attack" again. Adding a key to change it at the end of the attack animation worked.
* Fixed a bug that caused a fainted enemy to keep moving if hit (KB2 listed back in Sept-8)
At this point, I will turn my attention back to the princess, probably redraw some pieces, put them in place in her skeleton and animate her. Should be only 2 animations: being carried and idle, maybe a 3rd one for vertical movement (falling). With her done, I'll finally shift my attention to level design, get 3 levels done and hopefully release the first publicly available version of the game.