1 year ago

I either need to rebuild my fancy text system, or scrap it entirely...it's not updating the line length that it checks before making linebreaks :|




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It's nearly 6am, I gotta sleep "I don't think so" - OneShortEye and Summoning Salt urghhh

I am behind on progress post but need sleep.

Drew new Crafting Buildings because I didn't want to fill the Crafting Bench with loads of Equipment Recipes.

Even with the new ones, I'm still probably going to have to add tabs to swap between types

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.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Oh no, it's sick

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

In the meantime, here's some more Pokemon finds. I think my Rat might also be sick?

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 #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!