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.

 

ezgif-1-abe98e67d9.gif

1628

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.

 

monstisla1632.gif

1632

Also the Watering Can

 

monstisla1633.gif

1633

And the Hammer

 

monstisla1634.gif

1634

World Gen

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

 

monstisla1639.gif

1639

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.

 

monstisla1640.gif

1640

 

monstisla1641.gif

1641

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

Creatures

Added Tiny Birds

 

monstisla1645.gif

1645

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

 

monstisla1647.gif

1647

Maybe too many Fireflys

 

https://i.imgur.com/QZH0TGn.mp4

1650

 

monstisla1652.gif

1652

Now with correct Escape angle, and light fade.

SLORBS!

 

monstisla1653.gif

1653

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!

 

monstisla1656.gif

1656

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!

 

https://i.imgur.com/ruk5YAM.mp4

1675

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!

 

monstisla1668.gif

1668

Buildings

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

 

monstisla1637.gif

1637

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.

 

monstisla1638.gif

1638

Added Traphole!

 

monstisla1658.gif

1658

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

 

monstisla1659.gif

1659

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

 

monstisla1660.gif

1660

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.

 

monstisla1664.gif

1664

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?

 

monstisla1665.gif

1665

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

Works with Benches too!

 

monstisla1666.gif

1666

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

 

monstisla1667.gif

1667

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.

 

monstisla1676.gif

1676

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.

 

parade033s.gif

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

 

goblin_headpats.gif


4 comments

Loading...

Next up

I now have Magic!

kinda.

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.

Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.

Seems to work I should probably experiment to see how infrequent I can be with the trigger.

Valentine's Day on Game Jolt is all about celebrating love!

Go ahead and spread LOVE by gifting your friends, surprising your favorite creators, and sharing joy online with something special from our shop.

#gjbroadcast

Huzzah! I now have AoE attacks!

I've swapped to having Magic Staffs instead of having to hold a second button to use Magic.

I'll see what else I can come up with but this fixes the keyboard ghosting issue for now.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

GOT IT!

Ground draws right for world, and UI. Now to get back to improving frame rate*.

*current is with WAY too many chrome tabs open.

Got around to adding some blending between the Beach and Desert now i should probably populate the Beach with some things to make it a bit nicer to look at!

Will do tile variants like I have for Grassland, but I'd like objects to interact with too.

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

OMGOSH Someone just subbed to me on #Kofi!

Thank you so much for your T2 membership Jana, I sincerely appreciate your support!

It will really help me out a lot!