9 months ago

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!


Exit will be hard.
In theory I could make it where ever the floor gen ends, but I've noticed some situations where sealed off rooms are generated so that's not going to work. (unless I make walls destroy-able?!?!)

Spawning the exit after the player does something would be the easiest option, or I guess just in a randomly place x distance from the player spawn point. The key will be doing a path check when it's spawned to make sure the player can actually get to it.



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Ok, this version works without physics. I had to scrounge up some old bullet code from a platformer project I have.

It's nowhere near as accurate, and entirely random bounce angle when colliding with something. But it works and use like 15 lines of code?

Yea, definitely time for a Converting/Crafting UI overhaul Gonna make it smaller, and more more intuitive

Every time I go to use this I forget if it's on [Insert Fuel] or [Insert Item]

Swapping to use the Modular InventoryUI from Fishtank etc will fix it!

OMGOSH! Shiny Shadow Beldum!

I guess everyday is a Friday when it's a #FanArtFriday! This one's my most recent art of Majora's Mask

As I've been going through my building redraws I've split the Crafting Building menu into Converters and Crafters. Kinda need better names for them.

I'm also realising I need to redo the UI for them, they don't need the Inventory part now I can reuse it.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Ok, going by my test project it's totally possible to draw physics objects to the UI (top left corner). That doesn't solve the issue of having possibly 100's of extra object active at once though.

Meh, this is just a thought experiment.

OH! Different way of doing it.

11 lines of code, no randomness needed to stop them bouncing forever up and down!

This still means individual objects for the balls and bouncers, but no physics engine definitely means this is possible for minigames!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

DING!