09092019
Implemented waves that don’t really work exactly as they should for some reason. I originally designed the system in GMS1.4 (slightly faster workflow for smaller projects, better sprite editor, you know how it is) and it works perfectly fine there, with the waves rolling in and then gradually receding upon the shore as intended. However, when I port it over to GMS2 – with the exact same code down to the spacing – it fucks up and doesn’t draw the rollback. Something’s up with the way the surface is drawn, I know that much; unfortunately I can’t figure it out beyond that. Well, in any case, it doesn’t look bad as is (although it certainly doesn’t look too great either). I might honestly just completely revamp it anyways down the line; we’ll see.
Also added footprints. Right now they’re applied in every room for testing but eventually I’ll just remove them and have them appear only when it’s either muddy after raining, or the player is walking on some unstable surface (like sand, by the water). I spent an unnecessarily long time messing around with the code for them, and I’ve realised now that not only is the timing of the footsteps off, but the speed at which the animation plays and the character walks is completely off as well, as well as the timing of the footfall audio… basically everything about the player movement is just very slightly (or maybe a bit more depending on how you look at it) fucked up but I’ve already spent way too long today messing around with it to very little avail so I’ll worry about it some other day, if at all. Well, at least the footprints fade pretty well.
+ Implemented footprints with fading steps and duration
+ New audio for footsteps on sand, and in shallow water
+ Created room (rmShore) with new wave effects
? The tree occlusion now works exactly as intended – no more clipped masks!
? The game now runs at full-screen instead of windowed
? The game can be exited by pressing ESC