1 year ago

Hmm, right so I couldn't figure out the UV thing, so I swapped to doing water in separate passes so It wont constantly change the shader texture, just once per pass

Seems to work fine, though there is an FPS drop (still reasonable)

Heart before the switch




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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 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!

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!

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

OMGOSH! Shiny Shadow Beldum!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

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!

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.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

WOO!