1 year ago

Fixed a bunch of stuff, and reworked some other code.
Goblins no longer get their arms stuck up after jumping.
Also made them more in sync for now, until I work out the Call and Response system.


Sometimes they look out of sync, but it's because they can have different jump heights....it took me way too long to realise that



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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.

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.

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.

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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!

OMGOSH Someone just subbed to me on #Kofi!

Thank you so much for your T2 membership Jana, I sincerely appreciate your support!

It will really help me out a lot!

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.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long