1 year ago

Here's my #Goblin #GameDev Progress Post for December!

Happy New Year everyone!! I hope you all had an amazing holiday!

I got a bunch of stuff done this month, including stuff I'd been putting off for a while so I'm really happy with my progress!


Thank you all so much for everything this past year, you've all really helped me out a lot!

Patreon version

Systems

Save and Loading

Started working on adding the Goblins to the Save and Load system.

Got them working with Chairs! After an initial bug XD

 

monstisla1743.gif

1743

 

monstisla1744.gif

1744

Saving now saves Goblins appearance!

 

monstisla1745.gif

1745

I went for this early because those variables are all setup (though I'm going to add move variation) and because I have to turn an array into a grid, save it, then convert back again. So it's a bit fiddly!

Added Stats!

 

monstisla1746.gif

1746

Added pretty much everything else, I've skipped Inventory for now though. I kind of want to rework it. The generation code is fine, but how I'm doing what they can buy/sell is a bit convoluted!

Orchards and Farms and Apiaries (added after this gif) have been added to the Save System.

 

monstisla1773.gif

1773

House and Job ownership is now saved too.

 

monstisla1775.gif

1775

Pathfinding

Fixed an issue where Goblins wouldn't actually get into bed but would still be in it

 

monstisla1746.gif

1746

 

monstisla1748.gif

1748

Found a bug where on rare occasions Goblins would get stuck standing next to a chair they used to be sitting in.

 

monstisla1782.gif

1782

Ended up adding separate states for entering and exiting objects, but this didn't fix the issue. Seems they were getting stuck without a path possibly by being not entirely off the chair. So I added an extra Else statement at the end to check if they were still interacting with something but at position 0 in a path. Seems to have fixed it!

Items

Made it so you can throw Snowballs.

 

monstisla1779.gif

1779

It's a bit janky, since Goblins don't have real hitboxes, only their placement box for movement, so I had to fudge the collision check. Eventually I'll give them a proper hitbox.

Buildings

Rebuilt Orchards to no longer have a separate "TreeSoil" object, it's just the Orchard frame + the trees now.

 

monstisla1756.gif

1756

Expanding them still works too!

 

monstisla1757.gif

1757

Found some inconsistencies with the Resizing code, so swapped it over to use the same as houses, reworked that and added a nice error wiggle.

 

monstisla1761.gif

1761

Seems I had the edge checks wrong, and only thought it was right because the Beds and stuff were working as a failsafe check XD

Added the option to rotate Rugs, also a Plush.

 

monstisla1771.gif

1771

Plush of the Mother Plantimal from the game jam game I worked on a while back! Thanks again for working with me on it LouieJams!  I was thinking you could pet your Plushes once a day for buffs.

Updated Barometers to predict the Weather for their specific Chunk.

 

monstisla1772.gif

1772

Started working on the Re-position system for Buildings.

 

monstisla1778.gif

1778

Currently it only works for Doors and Walls on NPC houses. This is because I need to split the placement check code off from the Build code so I make sure you don't move things that need specific flooring/terrain to the wrong places.

Added Ceramic Tiles for Houses, and some new Rugs!

 

monstisla1780.gif

1780

Also reworked how Flooring works so that you can having alternating Floor tiles if possible!

 

monstisla1781.gif

1781

Also updated it to change in the Menu and Placement preview.

 

monstisla1795.gif

1795

Destroying Houses now refunds some of the cost of Furniture you've placed inside as well as for the House

 

monstisla1782.gif

1782

Changed how the Placement Indicator works. Previously I was trying to make it hop over a building if one was under it's place, but it was causing issues.

 

monstisla1783.gif

1783

Now I'm just temporarily storing the id of the object underneath the place and using that to get where to draw the indicator. This has the benefit of also letting me still show the exact position of it.

Fixed a bug where Selling a Bench Top would spawn a Chest.

 

monstisla1784.gif

1784

Added the ability to move Doors, currently you can only move it on the same row as it's spawned, but I might let you move it to any wall?

 

monstisla1785.gif

1785

You can now move Building parts.

 

monstisla1788.gif

1788

I'm not sure if I'm going to make it so you can move non-house objects, it's going to be a lot of work and you can just destroy and remake. Moving stuff in houses/etc seems more necessary.

I should probably stop you moving occupied seating though

 

monstisla1789.gif

1789

Changed how the Selector Indicator works, and added error wiggles for when you try to do stuff you can't, like move things to invalid locations.

 

monstisla1794.gif

1794

NPC's

Redesigned the Buy/Sell system and it's UI

 

monstisla1768.gif

1768

Combined them into one screen reusing the Chest code as a base. I also ended up reworking how the game deals with the Buying and Selling of Items.

Goblins have a normal Inventory (like the Player/Chests etc), then 2 extra arrays, one for what they want to buy and one for selling (these include the amounts they will trade, and the Inventory position pointers)

 

monstisla1793.gif

1793

Bug Fixes and small Changes

-Fixed the Players Interaction Object not being cleared when telling a Goblin to stop following them, causing a crash when entering the Build menu.

-Fixed Goblins with homes not being able to sit in chairs for more than a millisecond.

-Fixed Goblins not being able to be sit in house chairs on game load.

-Fixed Goblin Item Pickup, was pointing to the Player Inventory by mistake! x_x

-Fixed bug where Goblin item pickup wasn't increasing the held quantity, only decreasing the amount they wanted.

-Fixed Orchards destroying growing trees.

-Fixed Orchards not checking space free before creating a tree, causing double trees.

-Fixed Orchards not destroying Trees when being destroyed.

-Fixed a bug where Crafting Tables weren't clearing temp data correctly.

-Fixed Beds not having bed sheets in Build preview.

-Fixed not returning to the NPC menu when leaving the Merchant menu.

-Fixed NPC's not continuing to follow you when you leave the Merchant menu.

-Fixed invisible bees wiggling crops.

-Fixed transparent Goblins.

-Fixed a bug where you could resize a building putting you in the bottom wall/door.

-Fixed a bug where assigning a Goblin a new Jobsite wasn't clearing the old one properly.

-Fixed a bug where destroying a Bench Top would shift the Bench one tile to the right.

-Fixed Goblins paths getting deleted when entering the House Move/Delete menu.

-Fixed Minimap not displaying the actual scaled size of objects.

-Reworked Goblin tree harvesting to use the same code as the Player to keep things uniform.

-Added Land check to Goblins planting trees in Orchards.


I hope you're all well, and have a fantastic 2024!

 

parade036s.gif
parade036.gif

I hope you all achieve your goals this year and get to do all the things you've been looking forward to!

Please look after yourselves everyone



32 comments

Loading...

Next up

Happy (late) Sunday everyone! I hope you're all doing well! Got my Minecarts working right!

Had to add a better rotation option for cycling the directions and added back in the Destroy menu option.

YUP! That's all working great! Need to make a proper sprite for the Button Track, and apparently I never added Buttons to the Save System, so that needs done at some point. Also Button Menu needs updated to current style.

Now, slep.

#gameMaker

Hmmm! Proof of concept for Minetracks done with ds_grid and a variation of the existing movement system. Plan is to have you get in a Minecart that will disable normal movement controls.

Our 2024 Advent Calendar has opened! Day 18: @Otis_Le_PoOtis is the Creator of Bondee’s Barnyard and posts updates about their dev journey and their work on the sequel!) Accept the quest and give them a follow to get Coins and a seasonal sticker!

New shinies! Quite like these ones!

Create your own Arcane art to be featured in an official Opera GX Arcane Mod + GET a chance to win prizes and bragging rights.

The best part? No AI is allowed in the contest.

Enter the contest here: https://bit.ly/forgeyourlegacy

Learn more deets 🔽

Hmm, particles make it look better, though I need to adjust the alpha value. I think I need to set a delay for buildings so they happen on the landing not at creation

It's festive Pokemon time! And that means Pokemon in cute accessories!

I'm gonna need SO many of these Eevee

Also bonus Snover shiny! and this Necrozma?

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

AHHHHHH Second ever Shiny Shadow Pokemon, and it's a COOL one! Also, it's THE BIGGEST EVER?!