Looks really good. Reminds me of how the sprites in Mega Man worked. I'd love to hear more about how you specify this kind of layering/compositing in your data files. I want to do something similar in the game I'm working on.
Right now it's pretty simple, I just have this table in Lua:
overlays = {
default = "res/images/enemy_human_skin.jpg",
zombie = "res/imaged/enemey_human_zombie_skin.jpg"
}
And overlay textures are stored in
std::map<std::string, sf::Texture*>. So I can easily do this:
entity->get<GraphicsComponent>()->setOverlay("zombie");
so the "zombie" texture gets set to
sf::Sprite overlaySprite and it's drawn on top of main sprite.
Nitpick: this is true for the .png file on disk, but not really true once the image is in memory.
Yeah, that's true. But after all the size if not the main issue, because the sprites are really small. Not having to copy-paste stuff is what makes it cool (because if I change some stuff in "human" sprite, I could have forgotten to change it in "zombie" sprite. But that's not a problem anymore)
Made me laugh although sad cat's face also made me sad.
Ha-ha, this is now one of my favorite comments about my game of all time. I want to make the game which will be called "roller coaster of emotions".
Btw, I'm currently working on the first boss which will be much cooler than I've thought before and fit "prison" theme better. I'll fully redesign him later and make a lot of changes to boss battle. I'll probably show as much as possible because I don't want to spoil anything for you.
This boss is very complex and has a lot of different states and reactions to the stuff you do. It would have been pretty hard to make it with script state machines, so cutscene/scripted sequence helps
a lot. It becomes more and more complex and lets me do stuff I never imagined to do before. For example, now I can easily track how many times one or another action happened (for example, how many times someone said something to you), so I can make NPCs react in another way if you do something twice. That's pretty cool, but also very hard to make good. So I'm trying out different approaches and maybe I'll write an article about that later.
So, I have a question: what are some good editors in games (AAA or not, doesn't matter) which let you do cutscenes in games? It would be pretty good to see how other games do it.