1 year ago

Made a fog system while working out how I should do my clouds.
Doesn't quite work though, there's no way to set the depth to be based on their placement. You can only change the particle systems depth, which changes it for the old ones.




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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.

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.

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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!

Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long

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!

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

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.