1 year ago

Goblin farms still work after the pathfinding update but I need to rework their priorities.




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DING!

Happy November everyone!

Super slow month since I took a few days off for my birthday, and spent a lot of time making new sprites which doesn't really require much write up.

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!

#Joltober 2024 has come to an end so we wanted to show off some of the art posted by your fellow Jolters.

Thank you to everyone who participated in this year's challenge!

(Check the article to links to the original posts so you can give 'em a like!)

Happy Sunday everyone! I hope you're all well! I got fed, had a nap and now I'm gonna get back to Game Dev.

You know what that means...Drawing UI!

Please look after yourselves and have a wonderful week!

Joltober is here! Today's prompt is Spider! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.

OMGOSH! Shiny Shadow Beldum!

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!

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

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?