she/her
I hardly know 'er
2 of 4 sillies (Khezu and Tofu)
2 of 4 sillies (Khezu and Tofu)
Sequences try to run all their children in sequence - if one fails, the sequence stops and returns Fail.
If we reach a Timeline node, we play that timeline!
(e.g colored path)
4/X
Sequences try to run all their children in sequence - if one fails, the sequence stops and returns Fail.
If we reach a Timeline node, we play that timeline!
(e.g colored path)
4/X
To decide what an enemy should do next, we start on the left side of the tree, asking our root node (highlighted red) to run and give us a result.
3/X
To decide what an enemy should do next, we start on the left side of the tree, asking our root node (highlighted red) to run and give us a result.
3/X
For example, if a hitbox needs to activate for part of an animation, we can use an Animation Track and Activation Track, and line them up, as seen below.
2/X
For example, if a hitbox needs to activate for part of an animation, we can use an Animation Track and Activation Track, and line them up, as seen below.
2/X
Combined with our Timeline, it can be very versatile.
These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types.
1/X
#screenshotsaturday
Combined with our Timeline, it can be very versatile.
These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types.
1/X
#screenshotsaturday