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31
2 years ago

For day 308 of coding, I followed a tutorial by Refresher Towel Games on random generation by cellular automata

This is to help me learn more on level generation




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For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze

For day 1097 of coding, I made the shadows more transparent. I'm still working on it's depth in relation to the other objects

For day 1103 of coding, I am working on some new calculations for depth sorting. Nothing to really show yet though

My game in 50 seconds #indiedev #Gamedev #steam

For day 1096 of coding, I'm attempting to have the clouds' shadows pan across the forest. It looks like I will need to adjust depth and some of the depth sorting code

🆕🔥New mechanic! Place wet souls into sponges to cool down scorching terrain and make your way through!

For day 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups

For day 1101 of coding; I ran the game through GMS2's debugger and found the area in the code where the extra depth change happened, but it's not immediately clear what caused the change

I've created a new form of parkour in Weefager! What do you think?

For day 1099 of coding, I applied the same code to the trees to see if it had the same effect as it did on the player. I have also discovered other issues related to the depth calculation