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Hmm, trying a slight movement slash on my Axe animation.

For some reason this made it so I didn't need to adjust the height with code anymore!??!

Gonna make food, then I'll see about doing the left and right version...

I reworked how the Axe animation works
It's now an arc, instead of a rotate

Not sure if this is best though, maybe it's good for the charged effect but for the normal it might seem too wide.

Still needs a slash effect over it too

Had to add a second under layer object to get this to draw right , but you no longer look like you're standing on top of landed Hot Air Balloons! It'll be fine as long as I remember to cull and destroy them.

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Ok, it's not perfect. But Goblin Merchants can now arrive and leave the island via their Hot Air Balloon.

Seems there's some issue with the wandering though, their walk time seems rather short so they stop way too early.

Took some time off of main coding to add some more Goblin appearance things inspired by one of my supporters vtuber

Added a slot for Behind Hair Decorations and one for Face Paint + colours.
Currently it just uses the hair palette but I'll add it's own.

Ok! Here's what I have for Merchants arriving to the Island currently!
Still want big airships that would bring multiple, but a single Platform that can have a single Merchant land on it works for now!

They only hang around for a while...

Basic Dock mock up, still not sure how I'm going to do the ground check for it....unless I let you build it as parts??

The ramp has to be built on Sand.

The rest has to be built on Water.

There's also the issue of making it so you can walk on it...

Drew a few chibi characters from other people!! It was a lot of fun!! ^^

(This is a repost; original post is in article!)

Should Merchants have a limited amount of an item they are willing to buy?
As well as a limited amount of money?

Both would reset daily. Buy also they get money from you buying stuff off of them.

  14 votes Voting finished

Haha! Sorted. Oasis now spawn correctly in Deserts!
Issue was with how I was checking the collision grid, basically the x/y values where being rounded to the tile, not the cell.

Now I melt into the floor