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Thanks, below are my comments. Pardon my lack of formatting. 19316 - creation sound. Layer order is a bit weird, stake shadow is above board. Cannot remove boards from this. |
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Creation sounds should be fixed, I added the justDismantled boards and the transition to remove them from the pit stakes, re-added the sprites using a white background and it successfully removed the black dots. The creation sounds should be fixed. I also set the kennel creation sound to initialOnly because of the decay transition from justLeft. Let me know if you think I should change it back to straw sound or something else, and if I should add a transition for the pitchfork with straw to put the straw back on the kennel (I saw you try that yesterday). The only thing left is to restore the files that were changed. I don't really know how to do it with git, so I'll have to find that out or do it manually. |
Great job overall, thanks! Will merge later. |
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We could probably remove the animations from the tail on most dogs because it's not showing. I think the german shepherd animation looks nice, but sadly, nearly all the dogs are too small to benefit from it. |
…Tired dogs go to kennel to rest.
…ent. Fix sounds on kennel objects and dogs standing in front of kennels. Fix transition of tired dog LT to old dog to find behavior. Fix name of resting dogs to dogName in kennel. Fix dog in kennel sound and change kennel creation sound to initial only
shepherd object to have paw layer under tail.
A dog kennel can be made using a big stack of boards on pit stakes, then hammer and nails, then straw, then a white pillow.
It can be dismantled by removing the pillow by hand, using a pitchfork on the roof and using an adze on the rest to get the boards back.
A dog that doesn't have a short shaft in its mouth will at some point become tired. It has several uses before it gets old, then dies. While it's tired, it looks for a dog kennel, then rests inside. After 120 seconds (like cats on pillows), it stands in front of it and looks for a free tile to leave it.