1 year ago

Happy December everyone! I hope you are all well and had a great November

Here's my GameDev Progress Post for the month!

All progress from the start link! https://www.patreon.com/posts/81674255


Water Shader Rework

Adventures in Shaders! Trying to make my water look better...mistakes were made along the way, but I learned a lot! Still don't understand shaders though X'D

 

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Changed the shallow water to look like sand, figured that makes more sense?

 

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Added some under the shoreline, to remove the gap.

 

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Made a nice blue, but this caused issues with other stuff.

 

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Like Swamps. As it was, the shader applied to all water, so I had to figure out how to split them.

 

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Didn't work.

 

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This worked, but really inefficient and slow, look at those huge numbers next to the FPS!

 

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Wish I could remember how I made this radioactive water, that could be fun for something!

 

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Also this, really love these colours! (forgot to turn off the shader)

 

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And here. Also put the x/y values into the scale, so moving up and left shrank everything X'D

 

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Trying a different shader, doesn't really work.

 

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This looks better!

 

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Checking how this look with the shader off.

 

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I like this, but it's too metallic/marble?

 

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Same but with less white.

 

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Cycling through some blend options

 

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Ended on this for now!

 

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1707

Reworked how I'm doing it to make it faster and less cpu/gpu heavy. I'm now drawing the water and land separate and merging the surfaces.

World Gen

Spent about a day messing with the World Gen values to make sure that the Island doesn't touch the map boundaries

 

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Here's some 3x3 chunk maps!

Since I've got SubChunks set up I've started working on some patterns for variations on terrain types. So a Grass Biome can be a Plain, a Forrest, a Field etc...

 

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1710

 

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1711

 

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1712

 

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1713

Items

Terraforming Potions

Fixed a bug where Terraforming didn't change tree ground overlay, or destroy them if the new terrain couldn't support that tree type.

 

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1708

Buildings

Added Tables and updated Stools to both the main build menu and house build menu.

 

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1714

Fixed wandering Training Dummies...

 

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1715

NPC's

Ok ok! Musical Chairs time!

 

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1717

Goblins can now find a chair, claim it and sit in it for a while. They also randomly pick a direction to look at!

Had an issue with placing things in their way...seems you can't use the mp_grid_path to recheck your path, so I had to find another solution.

 

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1719

Fixed the Pathfinding by working out where they are in their path, getting that as x/y values as well as the next path spot and it's x/y's and doing a collision line. Repeat that until you hit something or get to the line end. Sorted!

 

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1718

I think that's all sorted now, they smoothly get on and off chairs, and check for a valid path to them and a free place to leave

 

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1728

Turns out there was a mistake in my code for leaving chairs where they'd get stuck in things when leaving left or right and there was something diagonally down to it. So fixed that. Also made it so they can use chairs in houses (if unowned)

 

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1734

You can also now talk to Goblins (and Animals?) that are sitting in chairs or using things.

 

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1740

Also when you're sitting in chairs!

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1742

Also took this opportunity to fix my debug spawn Goblin code, so that it wouldn't let them spawn inside objects (like Yolie Leaf has there)

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1734

 Did a full rework of the Pathfinding especially in relation to Jobs

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1739

Goblins will now check if they have the tools for the job (seeds in this case), or if there is a task they can do without it. If so and it's work hours they'll move in range of their Jobsite and do what tasks they can. When they can't they'll wander about nearby (had to stop them wandering too far away).

Minor Bug Fixes/Changes

-Fixed Shadows on Tall Grass and Reeds.

-Fixed Shoreline animation speed, and it missing a frame.

-Fixed some bugs with world gen and the world edges, checking out of bounds not returning the correct results and spawning erroneous shoreline.

-Fixed World Gen not taking the height of the world into account when Generating tile types.

-Fixed Training Dummies not being saved

-Fixed Chairs and Training Dummies not being culled

-Fixed Houses not saving/loading Training Dummies.

-Fixed House Object Load limit bug.

-Replaced the various Draw Goblin code (sprite/menu/etc) with a single script so everything is universal.

-Fixed Chair Surfing

-Fixed Farm soil being saved independent of the farm

-Fixed Farm watering glitch

Thank you all so much for your interest and support, it really means the world to me and helps keep me working hard!

 

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I hope you all have a fantastic December, please wrap up warm and mind your footing.

Look after yourselves everyone and keep being awesome!



4 comments

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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!

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.

#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!)

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!

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.

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?

Happy Sunday everyone! I hope you're well! Family is all back so I got Sunday Lunch today!

Also, so many shiny maonkeys!

Time to get back to Progress Post!

Please take care, do your best and remember you're all awesome and unstoppable in your goals!

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

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.