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Heck Yeah! Fixed my Rolling bug!

I had to change the tile collision check to check for all four sides of the player colliding with the tile, instead of just if one of them collided. Weird, but it works.
Now, back to Cave Gen!

WOOPS! Well that's a bug!

Should be easy to fix, but wow that could have gone unnoticed for a while...

DELTARUNE: Broken Destiny | Proto-Chapter 1 (???)
#deltarune #fangame
https://www.youtube.com/watch?v=EdxV0BiE2CQ

For #WIPWednesday, here is another piece of Lutaland art for an area called the Sky Realm! Feel free to provide feedback or comments on this art, as it is still in progress.

Was going to be a pain to reuse the same Cave Sub-shapes for the area types, so I just made duped the script for each one and did the changes manually.

Also cropped the room to remove extra space when they don't reach the edges, that'll keep the fps down

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The new content update/Switch release will include a new version of the Clues screen!

But aside from collecting Clues, you might want to start adding something else to your collection...

There we go! Everything's working again and the new Cave system is going well! Next I need to finish up the area subshapes, and add some other types.

Unfortunately now though I have to go walk around for a couple hours and listen to an audio book.

OK! Got Entrances and Exit Stairs being created in the correct places.

Now I just need to work out how I broke the Underground
I probably turned off the Gen code for it when I disabled the old Cave Gen method.

Happy Sunday everyone! No sunday lunch for me today, parents are on holiday

I hope you're all well!

I've been making a new Cave system that should be much more efficient, but it's also less random and will take work to make it look naturally cavelike.

Doing even more progress!