Eureka!

 It works!!! Finally!!!!!!

I had to change "col" to "other.gameObject" so that the empty would actually check what it's touching and not itself, but my ground check system is now working as intended! You can no longer skip the entire level by jumping up the invisible borders, and Fflur no longer breaks her legs after sliding down a wall.


Video proof:


With that major bug out of the way, I now feel comfortable moving on to adding in the rest of the animations and figuring out how to get the ones I've already implemented to loop seamlessly. Supposedly, I just need to edit the animation curves, but none show up in the curve view? My confusion is immeasurable and my day is.... pretty alright, actually. If I have to redo the keyframes, I will do that.

Pivoting over to my work with Gilded Towers, I've finished the sprites for the basic Goblo (Idle, Attack, and Death). I have ideas for variants, but not much to show for concept art. Yet. Behold!





(These were the original concepts for the basic Goblo, we're gonna be turning the bottom right one into an "Elite" enemy, and discard the rest. A moment of silence for the rejects.)

Until Nao-xt time~! Keep galloping on!


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