1 year ago

I reworked how the Axe animation works
It's now an arc, instead of a rotate

Not sure if this is best though, maybe it's good for the charged effect but for the normal it might seem too wide.

Still needs a slash effect over it too


This might be better for a sword though.
I could do the Axe similar to how I'm thinking of doing the Hammer instead.

Need to figure out what I'm doing with Shovels too!
Ideally I want to do as much of it with code as possible to avoid having to draw loads of animations for different Tools.

Now I gotta rush to the shop for cheap food before it closes!
Have a great one everyone! I hope your weekend is going great!!

Edit: I should make it appear under the player when you face upwards...



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Ok, got some tile variations on the Beach, but it's just RNG. I need to work out some patterns and use those instead. I had some with little bits of grass but they looked bad.

Also added Shells and Glass Bottles.

I now have Magic!

kinda.

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.

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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.

Happy #WIPWednesday!

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Making some art?

Practicing a song?

Something else?

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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!

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.

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

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.