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.
Next up
Huzzah! I now have AoE attacks!
I've swapped to having Magic Staffs instead of having to hold a second button to use Magic.
I'll see what else I can come up with but this fixes the keyboard ghosting issue for now.
GOT IT!
Ground draws right for world, and UI. Now to get back to improving frame rate*.
*current is with WAY too many chrome tabs open.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Now I have Fireballs!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
I THINK that's all fixed and working? Gained loads of FPS back.
I thought I'd need to remove another nested for loop, but since Ground Surface is only done once I don't.
Only issue is I've lost the dust cloud when adding Paving.
Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.
Seems to work I should probably experiment to see how infrequent I can be with the trigger.
Got around to adding some blending between the Beach and Desert now i should probably populate the Beach with some things to make it a bit nicer to look at!
Will do tile variants like I have for Grassland, but I'd like objects to interact with too.
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