1 year ago

I hope you're all well and had a fantastic October! I didn't have a great month, but got lots of stuff done! Improved a bunch of things, and fixed lots of little bugs and mistakes.


I actually changed so much I don't think my old Savefiles work right anymore so goodbye House, you will be missed!!

Items

Tools

Reworked how Tools...work.

 

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The charge effect now ramps up over time instead of being base or max. Split the location indicator to match it. I don't currently have Tools made from different materials, so I think I'm going to tie it into the Item Quality.

Updated the Axe to also be (sub)Tile-based, and changed the Charged Effect.

 

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Also the Watering Can

 

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And the Hammer

 

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World Gen

Fixed Grass Spawn code not checking the same location as the Grass being spawned (affected by sprite offset)

 

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Turns out I only had to apply the sprite offset to the Creation code and not the Collision check!

Tweaked the Perlin values for my World Gen code in order to fix Shorelines getting broken on smaller maps.

 

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Also changed the Desert tile colours to stand out more. IT'S NOT CHEESE. DO NOT EAT.

Creatures

Added Tiny Birds

 

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They are spawned by the Chunk Controller, and if they're all gone it will spawn more after a timer. Going to add different types of small creature for each biome. These lil ones only spawn in Grass areas!

Fireflies! 0.0

 

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Maybe too many Fireflys

 

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Now with correct Escape angle, and light fade.

SLORBS!

 

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You've gotta have Slimes in your game, but I think I might want them to be actual animals, so say hi to Slorbs! They are found around Swampy and Dark Grass areas!

Ok! Tiny Animals!

 

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Fireflies don't sink.

Slorbs leave trails on land.

Birds fly away.

I had only planned on these being scenery, but I think Slorbs and Fireflies will be Crafting ingredients...need to add a net. OR maybe a trap? Something you set then try and scare them towards?

...what if you can power machinery with a Tiny Bird? The only problem with this is I can't see Slorbs surviving a Crafting process.

Had an idea though

Weather

Moved Weather from the Surface Controller to the Chunk Controllers, so I can have separate weather in each Chunk. It all seems to work the same as before, but now I can have more than one Weather!

 

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Green box is a Chunk Controller, it's left side is the Chunk divide, so each Chunk can have 1 Weather Cloud.

I changed how I'm storing Snow/Wet Sand locations. Originally I had them in a Grid for the whole map (for collision checking when culled) as well as a list (for running through to decay), but I've scrapped that list and replaced it with a shorter one in each Sub Chunk. These only hold culled Snow, as storing them when unculled just inflates the list size with no actual purpose.

Also tied Weather Speed into the Game Speed, so it can go Nyoooooom!

 

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Buildings

Added a new Training Dummy, it's a CACTUS!

 

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There's no real difference to it from the normal Pumpkin Training Dummy, other than the Crafting Recipe, but it makes me happy so I included it.

Totally not inspired by one of my favourite Vtubers, an adorable little Cactus man... ; )

I've had the idea of including a Cauldron for a while, but with the Alchemy Bench I'm not sure if there's a gameplay use for it...at least one of the Goblins is having fun with it.

 

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Added Traphole!

 

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Scare a Smol (non-flying) Creature towards one of these to catch it so you can collect it as an Item.

And fixed the Depth

 

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Updated Buildings on Flooring to make them look higher than ones on non-flooring, including if they're hanging over an edge.

 

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Adjusted how Buildings and Structures appear as they are created, they now drop slightly from the sky and I changed how the squash/squeeze happens.

 

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Really happy with how this came out, the Tent doesn't look right though. The snap on the Xscale/Yscale seems too obvious could be because it's so wide?

 

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Why does the Cactus do that little bow? IT'S TOO CUTE!!!!!

Works with Benches too!

 

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Systems

When I was splitting off Weather from the Surface Controller I did a bit of a rework on the Lighting System, since I was there

 

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Replaced a bunch of duplicate code with for loops. Changed the light value of each of the three light circles (which didn't seem to make it darker?), so that the smallest one was more visible. The light circles are additive so they're brighter when overlapping, but the cap is 1.0 and they were going over making the smallest one basically invisible. Also updated how I was setting the Light colour, so the're independent of each other.

Applied the Z value to moving light sources like Disco Balls and Glowsticks, so they match the bounce.

 

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Still need to change the light wiggle from being updated every frame, but I haven't thought of how to do that without them all wiggling at the same time or by adding an extra variable to every light source, which I'd rather not have to do.

Major Change

Did a complete rewrite of how Buildings are referenced. The code no longer looks for Building Names, instead they're like Items where there's a database and Macro numbers used for the indexes.

So instead of doing:

if type == "Apiary"

I've got:

if typeID == APIARY

The code sees APIARY as the number assigned to it, then it can check the database for the Buildings name or put the number into my lookup script to find where it should be put in the Build Menu (so I can change the order if I want without messing anything up). This makes changing things much easier, such as changing the order that Buildings appear in menus. It even makes it so I can do translations way down the line when it's time for that, since I don't have to change any code, just the text that's grabbed and drawn!

Minor Bug Fixes/Changes

-Fixed bug where Pets could be called "0";

-Fixed Tree overlay not changing when Terraforming.

-Fixed a Crashbug if you had no Food and tried to use a Campfire.

-Fixed a bug where Planting Trees was looking at the wrong Index.

-Fixed Using Hammers on Crops producing a Crop instead of the correct Seeds.

-Fixed a bug where Crafting was using the wrong Items Quality for the Product Quality Calculation.

-Fixed a bug in World Gen, I was missing the last 3~ Chunks of each world for Nature stuff.

-Fixed Houses not Loading in all of their parts if there was multiple of the same parts.

-Fixed being able to place Flooring under Buildings that can't be placed on Flooring.

-Fixed Item Stacks going over the 9999 Cap when merging them.

-Fixed Item Amount Increment starting at 0 instead of 1.

-Fixed leaving the Delete Menu keeping the selector size of the last Building.

-Fixed Weather POPPING to the right if you spawned it with a Potion when at the edge of a Chunk.

-Made it so inc/dec Item amount in menus for using/moving/etc wraps around.

-Changed my Item Lookups for Crafting Output from using temp ds_maps to a State Machine.

-Changed Seeds to use the same Lookup System to find what Crops they grow.

-Changed Shoots to use the same Lookup System to find what Trees they grow.

-Updated Lampposts and Standing Torches to have a Yellow centre light.

-Updated the Interaction Indicator Box to be the next viable spot if it is overlapping with the player and you are holding a Tree Shoot. To avoid getting stuck inside newly planted trees, which would freeze the game.

-Might have finally fixed my Rug Bug??? I was checking if the rug list was valid, but I wasn't checking if the rug map inside it was. So now that check is in place and it doesn't SEEM to be generating anymore junk data....

Thank you all so much for your support and interest, I really appreciate it.

 

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Please stay safe and look after yourselves and keep being awesome!

 

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4 comments

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WOO!

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.

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?

#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!

As I've been going through my building redraws I've split the Crafting Building menu into Converters and Crafters. Kinda need better names for them.

I'm also realising I need to redo the UI for them, they don't need the Inventory part now I can reuse it.

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

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!