1 year ago

Reworked Weather to be Chunk based and things seem to be working so far (this island only has 1 Chunk though... so time will tell)

Also, connected Weather Speed to the Game Speed! NYOOOOOM!


Looking at how I'm storing Snow Data.

I'm making a SnowGrid for the map and saving each snow id in the cells so I can check the grid coordinates if there's something there already.

I'm also saving the same id in a SnowList which I can run through to decrement the Snows Life (since running through a huge grid would be slow).

Thing is though, I can't save Grids in a ds_map which is how I'm storing Chunk Data, so I might need to figure something else out, or just move the grid to the Chunk Object and not the Chunk Data. The list can go into it though.

So I'll have to store it outside of that, no big deal really just an extra thing to look after when culling and save/loading.

Thinking: I could save a Ds_map as x12y25, then when checking for existing obstacles check for a Ds_map with that name? It would be stored as:

x12y25 in SnowList in SubChunkMap

But I don't think I need that? I'm already saving the Snow Id in a list, so I can just put:

snow. id in SnowList in SubChunkMap

With or without the map I'm still going to have to run through the whole list looking for the correct entry, may as well save using an extra map.



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WOO!

Yea, definitely time for a Converting/Crafting UI overhaul Gonna make it smaller, and more more intuitive

Every time I go to use this I forget if it's on [Insert Fuel] or [Insert Item]

Swapping to use the Modular InventoryUI from Fishtank etc will fix it!

OMGOSH! Shiny Shadow Beldum!

I guess everyday is a Friday when it's a #FanArtFriday! This one's my most recent art of Majora's Mask

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!

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!

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!

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.