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So I've set the Underground (different to caves) to be generated by code now instead of being built in the room editor.

I really don't want to have to make a second array twice the size to add objects to the room, I have some ideas though.

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Hmmm, changed how NPC's movement code works.

I've put it through the SystemTimer which reduces them to actions once per second. Seems to work with 100 Goblins?

There is delay between them stopping and their animation stopping might have missed a variable

Split the clothes into separate sprites from the head, still have to do it for sitting and other actions. But the concept works.
One thing about this though, is since I'm running an extra shader for every Goblin now that means more GPU being used.

Day 182

I...I think it's done? The cave walls have fully been mapped out! There might still be a couple edge cases but I've not seen any mistakes!

Next, adding spawning things in the cave.
Also adding an exit...

I'M FINALLY OUT OF THE CAVE!

Ok, got a very basic tile set drawn (just 2 tiles), drawing the base wall tile and ground with the old system, and adding in the top bit on room start as a depth based tile, but would you look at that....you can see yourself through the gap

Fixed?? Gif2

cant sleep, have an unfinished project

Fixed the cloud effect, and also fixed the cloud effect making only every OTHER flooring get placed

BUT urgh...frick. This system breaks depth
The floor should appear in front of the rocks, but they're over the top instead.

Back to the old.

Quick test of the new Floor system before I rush out into the rain for cheap food

There was meant to be little puffs of cloud when I place these but it didn't work
Think my spawn coordinates are wrong
Anyway into the rain I go!

I think I should rip all the Flooring out of my game...
They're objects, and I don't think they need to be.

No idea why that bug happened (gif 2), but I've now got landing effects timed correctly!
Splashes on objects and snow generation is synced up!

Snow gen is set to every 2 seconds, but I might change it to be once every tick...