Tiled
www.mapeditor.org
STI by karai17
github.com/karai17/Simp...
When I first made head dash I was more focused on how to implement a stamina or magic bar system, so the actual dash didn't end up great.
On this commit I made it be more like the dash I already had when bodied, look:
#indiedev #gamedev #devlog
I knew I would have semisolids, so I was drawing them but I had yet to make them work.
Here I made you able to jump through semisolids, but not fall through them.
Unless you ledge drop (crouch + jump), take a look:
#indiedev #gamedev #devlog
Basically, I'll just make my game and mark commits that bring features. Then, I'll share each one of them.
I hope this "decoupled fashion" will work better. So here is commit 177's long idle:
#indiedev #gamedev #devlog
Tiled
www.mapeditor.org
STI by karai17
github.com/karai17/Simp...
Tiled
www.mapeditor.org
STI by karai17
github.com/karai17/Simp...
Now I'm sorting things into how "big a deal" they are, and then making sure to always tackle both big and small stuff
The only big stuff I could do on that while, was "spinning", here:
#indiedev #gamedev #indiegame
Now I'm sorting things into how "big a deal" they are, and then making sure to always tackle both big and small stuff
The only big stuff I could do on that while, was "spinning", here:
#indiedev #gamedev #indiegame
Which takes time away from development, but still, I could finish something useful
Slowing down time, a debug feature, yes, but hey, it's already something!
#indiedev #gamedev #indiegame
Which takes time away from development, but still, I could finish something useful
Slowing down time, a debug feature, yes, but hey, it's already something!
#indiedev #gamedev #indiegame
Now I can snap into a body and then, pop out of it
Here it is:
#indiedev #gamedev #indiegame
Now I can snap into a body and then, pop out of it
Here it is:
#indiedev #gamedev #indiegame
I started nonchalantly working on a camera system, and it ended up taking me a lot of time to do this:
#indiedev #gamedev #indiegame
I started nonchalantly working on a camera system, and it ended up taking me a lot of time to do this:
#indiedev #gamedev #indiegame
I had to add an entity pool to my main scene, as well as a way to asynchronously create and destroy entities.
More work than what meets the eye, but now heads snap to headless bodies:
#indiedev #gamedev #indiegame
I had to add an entity pool to my main scene, as well as a way to asynchronously create and destroy entities.
More work than what meets the eye, but now heads snap to headless bodies:
#indiedev #gamedev #indiegame
I'll need to better handle different kinds of "hitboxes", so I ended up studying that and Box2D.
Shout-out to this video: youtu.be/zWUphi6qMnI
Also, I've drawn this:
#indiedev #gamedev #indiegame #drawing
I'll need to better handle different kinds of "hitboxes", so I ended up studying that and Box2D.
Shout-out to this video: youtu.be/zWUphi6qMnI
Also, I've drawn this:
#indiedev #gamedev #indiegame #drawing
Snapping is just around the corner! #indiedev #gamedev #indiegame
Snapping is just around the corner! #indiedev #gamedev #indiegame
I show some stats up top, alongside hitboxes and collisions. (Also there's the red/green jump sensor right now)
The object collision drawing is from the library Simple Tiled Implementation by karai17 (github.com/karai17/Simp...)
(60 s run out fast!)
I show some stats up top, alongside hitboxes and collisions. (Also there's the red/green jump sensor right now)
The object collision drawing is from the library Simple Tiled Implementation by karai17 (github.com/karai17/Simp...)
(60 s run out fast!)
English isn't my native language so when I say "fields" it doesn't quite come out but, yeah...
(Also, I'll always repeat but my MC design [and more stuff] is from VEXED [✨], here: v3x3d.itch.io)
#indiedev #gamedev
English isn't my native language so when I say "fields" it doesn't quite come out but, yeah...
(Also, I'll always repeat but my MC design [and more stuff] is from VEXED [✨], here: v3x3d.itch.io)
#indiedev #gamedev
But the most relevant thing was creating this script to quickly size up any base tiles:
But the most relevant thing was creating this script to quickly size up any base tiles: