7 months ago

Was going to be a pain to reuse the same Cave Sub-shapes for the area types, so I just made duped the script for each one and did the changes manually.

Also cropped the room to remove extra space when they don't reach the edges, that'll keep the fps down




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

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

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.

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.

#Joltober 2024 has come to an end so we wanted to show off some of the art posted by your fellow Jolters.

Thank you to everyone who participated in this year's challenge!

(Check the article to links to the original posts so you can give 'em a like!)

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

Oh no, it's sick

Joltober is here! Today's prompt is Spider! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.

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!