Guess who's been replaying Castlevania: Symphony of the Night and got envious of how that game could flip tiles in more ways than just horizontally?
Adding this was harder than you'd think, because horizontal flipping used to be stored as the tile ID's sign, negative meant h-flipped. I had to rewrite a lot of code to accommodate multiple flipping flags.
Thought I'd try animating a waterfall using a particle emitter instead of tiles. It looks... okay, but it's too noisy for my taste, so I'll try implementing something similar with tiles tomorrow.
I like the dominance of solid colours, I'll keep that.
(Don't mind the invisible tree, I'll lighten up the background later.)
The results of today's stream, a few props for my game. It was a short stream today because for some reason I'm super yawny ;_;
I don't have proper version control, and I don't back up my code nearly often enough, but the back-ups I do have give *a little* indication of what I've been working on and when :D
No idea what happened in 2017, but 2018 has apparently has been busy!
Cutscenes are a thing now! They have trigger zones and trigger conditions (set/unset global flags), and can change global flags when they start and end. Very basic, but I can achieve what I need with them.
They can also have idle animations that play before and after the actual cutscene, which might be useful occasionally. In the gif, the "IDLE" and "END" bits are these idle animations, while "!!!" is the cutscene proper.
I make the webcomic Black Dram! When I'm not doing that, I'm probably making pixelarty games.
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