Project B Journal Entry 2


I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. I hate 2DGameKit. 


Date: 13.4.2024

Activity:
- Placed moving platforms
- Refactored 2DGameKit's Moving Platform script
- Pain

Time Spent:
- Placing and setting Moving Platforms: < 1 hour
- Being dumbfounded by 2DGameKit's: ~ 30 minutes
- Refactoring the Moving Platform script: ~ 40 minutes
- Unsuccesfully debugging Platform Catcher's faulty physics: 3 HOURS WASTED


Ok, from what I wrote it may sound like I focused too much on something that didn't matter that much in the long run. But I was really implementing a very simple mechanic for my setpiece, that wasn't supported by the existing MovingPlatform script. Stand on pressure plate => platform goes left, don't stand on it => platform goes right. Only StartMoving and StopMoving  methods were available, so I looked into the code. It looked like someone wrote it on their first C# lesson in high school. Fixing it up wasn't that hard, but the appended PlatformCatcher script responsible for moving object together with the platform wouldn't cooparate. I tried several versions of how to pass the movement vector to the script but none of them would work. It took me another 4 hours to fix it the next day.

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