I finished building all the areas of my game recently, and I don't know which task to tackle next D: Help me decide~?
Had another go at the waterfalls in my game. I couldn't get anything tile-based to look good enough, and last time, particles weren't performant enough.
Today I realised that if I make the particles *really big*, I can get away with way fewer of them while still keeping the flow visually dense.
Gamedev, physics question
I noticed my physics is broken when it comes to external forces acting on characters.
I can clamp a character's velocity to either their max voluntary speed or to terminal velocity, but I can't figure out how to only clamp voluntary movement to the max voluntary speed and allow external forces to push the character to faster speeds.
Trying to track voluntary and involuntary velocity components independently broke everything :/
I couldn't help myself. I had space for one more tile type in my engine (tile type is encoded as 2 bits, i.e. 0-3, and I was only using 0-2) and I was wondering how to handle the big tilted blocks of rock in my game so... I now have sloped walls :D
Only outward sloping walls are possible, but I'm satisfied with that.
I was so excited at finally having a working options menu in my game that I didn't immediately notice the travesty that is the UI with the current default styles.
Bonus points: The size options are actually 1x, 2x, 3x, 4x, 5x, Fullscreen. The rest are invisible and can only be selected with keyboard/controller.
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.
If I have a time budget of about 6ms per update() in my game, and particle effects eat up 3ms on an i7-6700, should I be worried that they'll cause lag (i.e. require more than the allotted 6ms) on weaker machines? My CPU isn't top-of-the-line, but it's no potato either.
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.)
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.
Today's #gamedev task: Design and start implementing a cutscene system for my game.
The engine has no scripting support and I don't plan to add it, so this should be interesting!
This is how one does level design, right?
Now that I'm dealing more with engine/physics quirks than actually making stuff, the fun of #GodotEngine is really starting to wear off D: The hell's going on with those health bars? There's also awful movement jitter but it seems to have subsided for now...?
(Placeholder death animation for the player because I never drew one xP)
Game progress is super slow today because characters are attacking corpses despite me explicitly moving corpses off the attack-detection layers :V
And also progress bars aren't working with my textures.
I made the webcomic Black Dram! When I'm not working on comics, I'm probably making pixelarty games.
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