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Happy Sunday everyone! I hope you're all doing well!

I'm at lunch, and not in a cave this week!

When I get back it'll be more pixel work!

Take care and have a good one!

I was inspired by @Anfuncanny to add a Fountain to the game,please go check out their super cute pixel art!!

I think I'm going to give it the same function as I had for Wells in my other game;Perpetuus Redux (one day I'll release that updated version...)

Doing some experiments with wider Paintings and my collision code seems to be right?

This is a 2x1 Painting, so it needs 2 walls next to each other, anything in the way makes it invalid placement.

[Cont]

Added a couple more Wall Paintings, RNG on placing for now.

Fixed some bugs.

-You can no longer place paintings on walls that connect downwards.

-Wall Torches are now offset to connect them to the wall correctly.

Ah-ha!! So it works in concept, although I guess the canvas area is kinda small.
I could always make the paintings wider, but I think there's a limit to it being believable.

Collision check is weird when there's a wall behind though

Slep time!

Edit: Update!

...got jumpscared by daily reset again

Ok! Wall Lights are now just part of the Wall! The way I've got this set up should allow for other Wall attachments, like maybe Paintings?

The only thing you can't do yet is JUST destroy the light.

Edit: never mind, quick fixed before bed.

Added Wall Torches, but messed up the depth value. Whoops!

Also, for some reason you can stand on them!?! (your y gets offset when over them

I'll fix it in the morning, it's way past slep time.

So I've set the Underground (different to caves) to be generated by code now instead of being built in the room editor.

I really don't want to have to make a second array twice the size to add objects to the room, I have some ideas though.

Loading...

Hmmm, changed how NPC's movement code works.

I've put it through the SystemTimer which reduces them to actions once per second. Seems to work with 100 Goblins?

There is delay between them stopping and their animation stopping might have missed a variable

Split the clothes into separate sprites from the head, still have to do it for sitting and other actions. But the concept works.
One thing about this though, is since I'm running an extra shader for every Goblin now that means more GPU being used.