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ld43's Introduction

LD43

You do not need to install this to join servers, only to host

Installing

  1. Install NodeJS (https://nodejs.org/en/download/)
  2. Download the contents of this repository
  3. Extract to any location

Hosting LAN

Run 'run.bat'

Joining LAN

Go to 'localhost:5000' if you are the host, or navigate to the host's IP address on port 5000

Hosting Online

  1. Run 'run.bat'
  2. Run 'ngrok.exe'
  3. In ngrok, type 'ngrok.exe http 5000' without the quotes, then hit enter
  4. Give the randomly generated ngrok URL to anyone wishing to join

Joining Online

Get the random ngrok URL from the host and navigate there (ex. https://bff09cc5.ngrok.io)

Navigating to an IP address on a specific port

Type this into your internet browser: YOUR_IP_ADDRESS_HERE:5000 (ex. 10.60.40.10:5000)

You can get your local IP address by entering 'ipconfig' into the Command Prompt

Note: This is only tested for Windows, and instructions are written for Windows. You can join an already running server from any other OS but I have not tried hosting on another OS. It might work, it might not.

ld43's People

Contributors

natesampo avatar

Watchers

James Cloos avatar

ld43's Issues

Images are not uploaded with the "upload fighter" button

The "upload fighter" button uploads hitboxes and hurtboxes, but does not apply them to the sprite images provided in the uploaded folder. Additionally, strange artifacts occur that compress certain animations into fewer frames.

image

Animation drifts slightly when slicing sprite sheets

Even on sprite sheets with even pixel dimensions and uniform frame size, there are some artifacts from improper frame alignment.

In the animation shown below, a few pixels from Randall's stomach wrap around the frame near the middle of the animation, even though the source image is pixel-perfect.

image

Projectile errors

  • Creating a projectile messes up other animation visuals through the character creator.
  • Projectiles cannot be independently scaled from character sprites, and seem to default to the same size as the character, regardless of pixel density.

image

Only the last velocity effect seems to occur in attack animations

I attempted to create an attack for Randall with the following steps:

  • Load the existing Randall model in the character editor. At this point, his dash attack moves horizontally at his default walking speed.

  • Apply a facing x-velocity set effect to frame 0 of the dash attack animation. At this point, the effect works as expected, and launches Randall at a speed of 0.03 in the direction he is facing.

  • Apply a facing x-velocity set effect to frame 4 of the dash attack animation. After testing, it appears that this overwrites the original effect, but without allowing that effect to occur for the first four frames. Instead, the x-velocity is set on the first frame to this new speed.

My hope for the attack was for the dash to occur for part of the animation, then force a stop after frame four. This appears impossible with the existing framework.

"Facing" attribute on "Set Velocity" effect is directional for add mode only

When adding a Set Velocity X effect to an attack, the effect is directional with the "facing" option for add mode but not set mode.

For instance, a horizontal dash correctly increases speed moving left and right when set to "add," but reverses the direction when moving left while in "set" mode, even while "facing" is checked.

image

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