1 year ago

Wasn't happy with how the Weather was effecting the ground, the randomness was too low, so here's a new method.

It now tries to do the whole area below the cloud, then rolls a dice to try place it at each sub-tile.
(P.s you can dig Snow with a Shovel)




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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 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!

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!

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

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

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

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

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.