5 days ago

Happy January everyone! Gosh that felt like a long one!

More Spelunking work!

Hope you're all doing well, I got real sick this month, but I must progress!

Some gifs too big, see the full post here!
https://www.patreon.com/posts/119810846


Reworked the way Events are handled and fleshed out the Action and Attack Events.

Added damage to the NPC Goblin in Attack Events!

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2308

Urm, I think I broke the timers

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2307

Things were looking right but the Attacking animation was happening way too frequent and fast.

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2309

Made winning fights cause that Event to end

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2311

Added loot to the end of fights

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2312

Fleeing from no health after Fighting now works!

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2314

Bunch of changes!

-Got the timers working much better and more consistent.

-Changed Idle events to not be time based.

-Altered RNG.

-Added HP and MP checks for certain things.

-Added Snack types.

-Reduced the rate of Running for Life.

-Stopped duplicate events happening twice in a row.

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2323

Did a big code rewrite and added a bunch of new stuff and conditions also fixed the Planned Return Time and improved the text display.

Also, added Mimics! And animation jump for some reactions!

I couldn't use the existing animation jump system since it doesn't work for culled objects, so I had to add a couple new steps to the Mimic encounter to increase and then decrease the y value.

I'd love to add more kinds of Mimic instead of just the basic Chest type, but I'm trying to stick to Spelunking things that I'll be able to draw since I want Player exploration to be the same.

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2335

Found a weird bug, there's some erroneous Minimap data. Turns out I completely forgot to set the Ruin Torches in The Underground to not be added. With the new system I should be able to set up a second map for The Underground, though I'm not sure the best way to go about it.

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2336

Stats are now taken into account in damage calculation for both NPC's and Mobs. For now I'm using a modified version of FFVI's calc as I have no idea how best to make one from scratch X'D I don't have all the same variables so it's not a great fit.

Enemies can now also have up to 3 skills, they can have an Elemental Typing, inflict a Status Effect, or an Additional Effect. Enemies can miss based one NPC defence/resistance stats. Also if they run out of MP they will attempt to recover a portion of their Max.

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2338

Optimised and rewrote a bunch of stuff, added MP cost to Exploring and added some wiggle when an Event is updated, and to when HP decreases.

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2344

Previously I had Exploring as just using a timer, but I've swapped it over to have an action count like all the other States, so now there's different text events for that too!

Mostly they're harmless...

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2345

But not all of them! I was able to plug the Status Effect system from the Player into it perfectly!

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2346

Took some figuring out to get the offsets right, but I've added Particles to the NPC view in the Town Menu, shame they aren't just duplicated from the ones on the actual NPC but it's good enough!

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2365

Added MP Cost to Farming and Forestry, but set the value way too high, so they were only able to Grow a single Pineapple.

I forgot that maxMP div 2 is not 2 percent, but 50.

am a dumb X'D

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2347

To keep things inline with the Spelunking System, I've finally added a hostile Mob!

Is a Bat! They use the same stat database as the Spelunking kind.

Working out the collisions is gonna take some work. Issue is that the Tool System is snapped to a grid, so the attack collision isn't always directly inline with the Player. I might be able to fix this by fiddling with a hitbox, but I think maybe I'm going to have to turn off the snap when Underground?
Or maybe make Tools not viable as weapons?

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2350

Added a new Mob type! Slime!

Really happy with how that sprite turned out :D

Also added separate hitboxes for attacking and shrunk the object/tile collision boxes so that they won't get stuck on walls. Slight issue where despite my best efforts sometimes Mob's facing the wrong way when moving?? Not sure how to fix that, they're currently checking the angle between the last stored coords and the current :/

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2353

Added Rats! Think I fixed the facing direction issue. I use a fake direction instead of the image_xscale so that collision boxes don't get messed up, but then I was using a second fake one and I think they were inverting each other...doh

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2358

Improved the Mob AI, some Mobs will swam you when in range.

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2360

Added Mimics! They don't wake up till you get close, and if you go too far away they'll return to their original location.

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2359

Added a very basic HitStop effect, it's just a delay between hitting the enemy and the knockback effect occurring.

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2360a

Updated how damage numbers act. Now using the bounce code instead of the weird sign wave thing I had.
Their direction is random between going left and right, not sure if I want to use the knockback direction or not. I've got things set up so "Heavy" mobs can't get knocked back so that's not always going to be viable. Also because of the HitStop effect I'd have to store difference value between where they were and the attack, which isn't great.

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2361

Started fleshing out The Underground, is 3 too many hotsprings?
Because the I want the Player to be able to build pretty much where they want on the Island, I figured I should make some special areas for pre-defined NPC's.

Since I updated how the Underground works I could have it be the same size as the Island and even have multiple entrances to it, but I think for now I'll just see how it goes. I sort of prefer the idea that the Player has to enter from the main entrance (maybe additional ones could open later on?) I can always have Teleporters to different areas to speed things up.

I kinda want to add a Minimap for it but I'll have to build a whole new system since The Underground is created differently than the Island.

https://i.imgur.com/M1wWY3V.gif

2364

Updated how Snow and Wet Sand work to be the same as Paving and Minetracks, instead of objects. Figured it was better than having loads of snow objects active on screen at once. Now to figure out the best way to decrement their life, I figure the old list would still work but maybe it's best to split it into chunks? I'll deal with that later.

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2366

Hmm, ok! Snow and Wet Sand now decay again! Had to rebuild the Autotile System, this time with 47 sprites. Makes it easier.

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2368

Autotiling is set so that Wet Sand/Snow/Soil don't merge, and rain hydrates Soil! Not sure if I want to make Snow destroy Soil or not...probably just have it dry out Crops so they start to decay.

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2369

Bug Fixes and small Changes

-Removed Static from Minimap when NPC's are Underground.

-Fixed out of bounds error caused by updating Swamp Edge check to work for all Water.

-Fixed pathfinding issue leading to things being teleported to [0,0].

-Fixed text errors in Resident Menu UI.

-Fixed a mistake in the Cleanup code for grids.

-Fixed Destroying farms not clearing the grid data.

I think that's it for now? February just started so if I finish this here I can reclaim some of the lost time that's been causing me to eat into the next month!

Please look after yourselves and stay safe out there. 💚

Keep being awesome!

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time to give up and sleep

WANT

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.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

New Mob! Slime!

Also added separate collision and hitboxes.

Not sure why these Mobs move backwards sometimes?

They're set to check the angle from the last position to the current then flip if the angle is >90 and <= 270

Added Chests?

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

OMGOSH January FINALLY ended!

I hope you're all doing well!

Thank you all so much for everything, I really appreciate you all!

Special thanks to @SubterraneanExhibit for hitting 1000 Stickers!!!

I think my progress post should be ready soon...