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Increased bomb rock explosion height so Winged Pikmin can get hit too.
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- Thanks Arcadius.
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Espyo committed Oct 6, 2024
1 parent 84ff7d3 commit 32c2586
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36 changes: 18 additions & 18 deletions Game_data/Types/Custom/Explosion/Animations.txt
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,8 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
coords=0.0000 0.0000 -20.0000
height=70.0000
radius=34.0000
type=1
value=600.0000
Expand All @@ -72,9 +72,9 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
radius=34.0000
coords=0.0000 0.0000 -40.0000
height=140.0000
radius=68.0000
type=1
value=600.0000
hazards=explosion
Expand All @@ -98,8 +98,8 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
coords=0.0000 0.0000 -40.0000
height=140.0000
radius=68.0000
type=1
value=600.0000
Expand All @@ -124,8 +124,8 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
coords=0.0000 0.0000 -40.0000
height=140.0000
radius=68.0000
type=1
value=600.0000
Expand All @@ -150,8 +150,8 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
coords=0.0000 0.0000 -40.0000
height=140.0000
radius=68.0000
type=1
value=600.0000
Expand All @@ -176,8 +176,8 @@ sprites{
value=1.0000
}
explosion{
coords=0.0000 0.0000 -48.0000
height=96.0000
coords=0.0000 0.0000 -40.0000
height=140.0000
radius=68.0000
type=1
value=600.0000
Expand All @@ -197,14 +197,14 @@ sprites{
coords=0.0000 0.0000 0.0000
height=28.0000
radius=14.0000
type=0
type=2
value=1.0000
}
explosion{
coords=0.0000 0.0000 0.0000
height=28.0000
radius=14.0000
type=0
coords=0.0000 0.0000 -10.0000
height=40.0000
radius=26.0000
type=1
value=1.0000
}
}
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66 changes: 34 additions & 32 deletions Source/documents/Todo.txt
Original file line number Diff line number Diff line change
@@ -1,19 +1,18 @@
Point I left on (so I can continue the next day without losing my train of thought)
not all public domain sounds are public domain, but instead cc0
Point I left on (so I can continue the next day without losing my train of thought)


Current tasks (tasks being worked on, but not yet committed)
A "load level" var in the basic_content class? To indicate whether it's loaded fully, or just has the basic metadata, or has that + text-only stuff and no assets
Test -S-'s get_onion_info branch


Next tasks (roughly sorted most important first)
--- To fix ---
If you're on an elevator platform, you won't be able to throw Winged Pikmin
Winged Pikmin are too high to be hit by a bomb rock explosion (thanks Arcadius)
"quick bug i found with the shadow fix, ding particles now render under them" --Helodity

--- 0.26 ---
Test -S-'s get_onion_info branch
Check Helodity's particle editor
https://github.com/Helodity/Pikifen/tree/throwing-improvements
Update to Dear ImGui 1.91.0
Update to Dear ImGui 1.91.3
Implement shortcuts?
Use multi-selection in the body part panel of the animation editor?
GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x
Expand Down Expand Up @@ -180,36 +179,36 @@ Next tasks (roughly sorted most important first)
Bitter sprays should last for a short time
Add some randomness to the pitch of mob sounds?
Make Rock Pikmin colors darker (thanks Nataly171)
Style Tutorial Meadow to be more DEV Lab-like
Add Pro Controller controls to the default controls
Find some way of making content sharing easier
Problems to watch out for
How do you create packages that extend scripts, or replace parameters in existing mobs or the game config?
How do you choose what package, if any, do you create a new area/animation/GUI setting in when you're in an editor?
What should happen when the player opens the texture selection dialog in the area editor?
Some sort of Package.txt where you can write the author, version, engine version, what other packages it depends on (including optionally specific versions), what packages it's incompatible with, license
Maybe the Game_data folder should have a "base" folder where everything goes, and people can make their own folders for their own content. Then, they simply share that folder
All content will need to do this:
Load from the base folder first and then from all packages, in alphabetical order
Load resources or not, based on the boolean given
Check if content by that name already exists, and if so report it
Unload
Info
How each type of content works:
The idea
The Game_data folder should have a "base" folder where everything goes, and people can make their own folders for their own content. Then, they simply share that folder
Some sort of Package.txt where you can write the author, version, engine version, what other packages it depends on (including optionally specific versions), what packages it's incompatible with, license
Problems with the current way of doing things "by hand"
When makers want to share their content, they have to fish its requirements from several folders
When players want to install content, they have to place it in the right folders
Implementation
All content will need to be able to:
Load from the base folder first and then from all packages, in alphabetical order
Load resources or not, based on the boolean given
Check if content by that name already exists, and if so report it
Unload
Make assets inherit from the plain_content class
Move area loading to area_data::load_from_data_node
Add the new common content properties to everything in the engine
A "load level" var in the basic_content class? To indicate whether it's loaded fully, or just has the basic metadata, or has that + text-only stuff and no assets
Other info
Right now, this is how each type of content works:
One per file: global anims, sounds, songs, graphics, GUI, hazards, liquids, particle generators, spike damage types, sprays, statuses, weather
Other ways: areas, mob types
Problems to watch out for
How do you create packages that extend scripts, or replace parameters in existing mobs or the game config?
How do you choose what package, if any, do you create a new area/animation/GUI setting in when you're in an editor?
What should happen when the player opens the texture selection dialog in the area editor?
For later on, maybe, the content manager should be able to figure out a dependency tree
Current problems
When makers want to share their content, they have to fish its requirements from several folders
When players want to install content, they have to place it in the right folders
Make assets inherit from the plain_content class
Move area loading to area_data::load_from_data_node
Add the new common content properties to everything in the engine
Rename every file to lowercase?
A small "Got it!" for the score bar, to mark the medal you have
Add Pro Controller controls to the default controls
Style Tutorial Meadow to be more DEV Lab-like
Missions should have a property where the maker can specify their best score (and date)
Animate the mission results screen
Basically, reveal one thing at a time
Add a screenshot, or better yet, a gif to the readme
Format the whole code with Astyle, once #563 is fixed
This setup seemed to work ok, or at least as a start:
Expand All @@ -234,6 +233,8 @@ Next tasks (roughly sorted most important first)
Document the usage of Astyle in the Contributing file

--- Future ---
A way to port content from previous versions
It could check each loaded package's engine version, and if there are known breaking changes, tell the user about it. If it's possible to auto-port, ask the user if they want to do so, and just run some simple code to port it, mostly via find-and-replace (if instead you load and save data files you risk ruining spacing and comments)
Some tweaks to the HUD
Shrink some element sizes -- HUD elements in P1 and P2 used to be chunky because of the televisions back then, but Pikmin 3 lowered their sizes a bit, so maybe I can do the same
Prefer populating corners over populating sides/bottom/top
Expand Down Expand Up @@ -675,6 +676,8 @@ Misc things (so I don't forget)
I think I found a way to do addictive blending right -- for instance, to draw a mob green, first you draw it multiplied by green (0, 255, 0, 255), then you draw an addictive sprite on top with 0, 255, 0, 128 -- seems to work well on GIMP
Maybe water should have random sparkle particles?
Mob shadows could just be the sprite itself again, instead of a circle? (thanks Helodity)
A small "Got it!" for the score bar, to mark the medal you have
Animate the mission results screen. Basically, reveal one thing at a time
Animated loading screens
When loading stuff, the loading functions could receive a callback as an argument. Then, for every one piece of content they load, they call the callback. The callback would be a function that checks if it's time to draw a frame, and if not, quits out. If it is meant to draw a frame, it just draws it
A way for an area maker to specify sectors or regions that are out-of-bounds, but should still show up on the radar (darkened). This would help the player recognize parts of the area in the radar via landmarks
Expand Down Expand Up @@ -903,7 +906,6 @@ Misc things (so I don't forget)
Some treasures should weigh as much as the current army, after a boss battle
Loose thoughts
If something is under construction, like a menu or something, add a small "WIP" blurb
Next time there are file format changes, past version 0.22.0, make it so that every time an area/animation is loaded it checks the engine version, and if it's outdated port to a new format, save the file again, and try loading again


Tasks for later on (I might never implement these)
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