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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!
In the meantime, here's some more Pokemon finds. I think my Rat might also be sick?
I guess everyday is a Friday when it's a #FanArtFriday! This one's my most recent art of Majora's Mask
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!
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.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
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.
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