4 hours ago

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?




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DING!

Shiny!

Happy Sunday everyone! I hope you're well! Family is all back so I got Sunday Lunch today!

Also, so many shiny maonkeys!

Time to get back to Progress Post!

Please take care, do your best and remember you're all awesome and unstoppable in your goals!

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!

Happy November everyone!

Super slow month since I took a few days off for my birthday, and spent a lot of time making new sprites which doesn't really require much write up.

I am behind on progress post but need sleep.

Drew new Crafting Buildings because I didn't want to fill the Crafting Bench with loads of Equipment Recipes.

Even with the new ones, I'm still probably going to have to add tabs to swap between types

In the meantime, here's some more Pokemon finds. I think my Rat might also be sick?

Oh no, it's sick

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.

It's nearly 6am, I gotta sleep "I don't think so" - OneShortEye and Summoning Salt urghhh