No idea where where this is going but I spent the first few hours of the jam working on the player character's facings and animations. It started out as a cat but turned into a bunny as I shifted pixels around aimlessly. I used my patented (no, really! (not really)) Pulp bob to give it some life without having to worry about actual animation. To do that I just duplicate the first frame, hold Command and drag the entire tile down one pixel. Then I erase the top row (which is the bottom row wrapped around from the drag) and clean up the new bottom row.
I couldn't fit the ears into an 8x8 tile so I’m using the draw
function in the player’s draw
event handler to draw the ear tile by name, one tile above the player. (Also making a mental note to add an invisible solid tile below any wall the player can approach from below to prevent the ears from hiding that wall.) Since I’m doing some custom drawing anyway and I was having trouble making an intelligible side view within an 8x8 tile I decided to use the same trick for the bunny’s rump (no need for the spacer trick for this because pressing left or right will always result in the rump being drawn over the unoccupied tile you just vacated, I just need to avoid one tile-wide vertical paths). I’ve stared drawing the player graphics as Sprite tiles so I can place them in a temporary “work” room to see how they connect. Then I need to manage some state to make sure that the correct tiles are drawn depending on facing. So my player PulpScript looks like this now:
on load do
player_facing = "down"
end
on update do
if event.dx>0 then
player_facing = "right"
elseif event.dx<0 then
player_facing = "left"
end
if event.dy>0 then
player_facing = "down"
elseif event.dy<0 then
player_facing = "up"
end
end
on draw do
swap "player {player_facing}"
x = event.px
y = event.py
y -= 1
draw "player {player_facing} ears" at x,y
y += 1
if player_facing=="left" then
x += 1
draw "player {player_facing} rump" at x,y
elseif player_facing=="right" then
x -= 1
draw "player {player_facing} rump" at x,y
end
end