5 months ago

Progress post for December!

Also available to read here: https://www.patreon.com/posts/117543820?pr=true


Happy New Year everyone! I hope you all had a great end of 2024!

Think this is another short one because of the holidays, mostly minor fixes but there are a couple new features!


Finally added Minetracks!

I really wanted to do them with Paths, but there's a bunch of issues with doing it that way. For one adding a new path point causes anything on it to jump slightly since an object on a path's position is between 0-1.
It might be possible to fix that by storing the position before adding new points and then moving the object back to it after.

minecart_paths.gif

I set it up so adding a new point will loop through existing points and work out which it's closest to and place it before that, instead of adding it to the end.

minecart_paths2.gif

I realised more issues though, you also can't add points before the first one, and ones near the last point aren't consistent. I think I'm going to go another way.

minecart_paths3.gif

New method, using ds_grid to store the track data. Modified the conveyor belt code I mocked up ages back and made it so if the player's coordinates match the grid make them move until no longer true.
With this method I'm not sure how it's going to work with non-Player entites, since they move by a different method.

https://i.imgur.com/ufqyqln.gif

2284

Added corners! Getting them to work was a bit of a bugger, the Player kept falling off the track when going round them. Ended up adding a pit of push towards the centre.

monstisla2286.gif

2286

Added them to Build menu, and I'm now finally using the assets I made over at least a year ago!

https://i.imgur.com/xD2aKIg.gif

2288

Fixed the sprite offset and added in the other sprite directions.

https://i.imgur.com/TEWUZF6.gif

2289

Since Minetracks are just basic grid data, I don't have anywhere to store their bounce values when you place them. So I've added particles to Building placement. I think it looks a bit better.

monstisla2290.gif

2290

Turned off the additive blend on the particles. It's usually pretty good, but 5x white-ish particles with any value of alpha added together becomes too white.

monstisla2291.gif

2291

Made the particles grey so it stands out more and added Refunding to the selling of Minetracks and Paving. I've also reworked how Flooring is drawn, it's now the same as Buildings. For some reason I decided to do it backwards so the front part was the extra bit.

monstisla2292.gif

2292

Swapped the cloud sprite on Building sell for the particles.

Because of changing the sprites for Flooring, I had to rework NPC Buildings so everything lined up correctly.

monstisla2293.gif

2293

Added Minetrack Buttons. At first I thought I was going to have to rework all my build scripts to accommodate them, then I though I should just make it so Buttons could be placed on to existing Tracks but I realised I can just use the existing Buttons and have them also add to the Track Grid, then clear it when they're removed.

monstisla2294.gif

2294

There we are, fully implemented Track Buttons. Now they just need better sprites!

monstisla2295.gif

2295

Tried doing some procedural Minetrack generation for The Caves, I don't think it worked too well. Instead I'm going to make some prefab shapes and just place them in the cave chunks.

monstisla2296.gif

2296

For ages I've had a very rare bug where this black line will draw and the surface that the Goblin is on breaks.

glitch4.gif

Glitch4

I don't know if I've fixed this bug, but I ended up reworking how the Goblin and their ground disk is drawn, it's now much more efficient and I think I removed a bunch of unnecessary stuff? I had some code that made the disk cutout work, but it seems if you just draw to a transparent surface you don't need to do that!

glitch_fixed.gif

glitch fixed

Edit: Didn't fix it. >:|

FIXED IT! I took out all the code bit by bit to try and figure it out and it turns out it was nothing to do with my Surface code, but draw_circle?? This is why you don't trust primitives!

Swapped to using a sprite instead and it's all good! This does mean I need to either use the Shader system or have different sprites for the different ground types if I don't want the circle always being brown.

Also updated the UI to draw the Flooring and Minetrack tiles.

monstisla2300.gif

2300

Before I got stuck fixing all that I was working on the Spelunking System for Adventurer Goblins. Need to update the UI and stop them being invisible X'D

monstisla2297.gif

2297

I think I'm happy with this for now. I couldn't decide if I needed players to be able to choose how long the Goblin would be Spelunking and add some restrictions based on MP, but I've reduced the options to just being Starting Floor and Adventure Type.

Different Adventures give different loot, and the Starting Floor is restricted by how deep the Player has explored.

Added new Action types and change loot to only be acquired from Fighting, checking Crates, Mining, Gathering and Harvesting.

https://i.imgur.com/xLKKY0f.gif

2298

Couldn't figure out why the animations would randomly stop instead of when I wanted, but it turned out the Change Sprite script was setting it to 0. Doh.

https://i.imgur.com/tjSw0dm.gif

2299

Added a Collection screen for when Spelunking is finished. Needs work but it'll do for now! X'D

monstisla2305.gif

2305

Updated the Minimap System to work with the new Paving System, next removing the Paving from the Minimap!

This is a slight pain. Since you can't remove a pixel from the surface, I have to draw over it with the Terrain below, then draw anything else that might share the same Terrain Tile. Might have to make another update first...

monstisla2302.gif

2302

Now the Minimap System works so it is updated in areas rather than the whole screen/world so that Terraforming doesn't lag as much.

https://i.imgur.com/RKQE2dS.gif

2301

Now that's working, I can use it to delete Paving!

monstisla2303.gif

2303

Also Paving and Track are now added to the Save/Load System!

monstisla2304.gif

2304


Bug Fixes and small Changes

-Fixed Rolling, which I apparently broke at some point X'D

-Fixed an issue where special Cave Ruins never spawned.

-Fixed an issue where leaving special Caves didn't clear the ruinType variable.

-Fixed an issue where ground wasn't drawn completely when zoomed out in Caves.

-Fixed Camera jumping and lerping back to the Player when zooming out.

-Fixed Camera clamp not working on the Island Surface.

-Fixed Camera clamp not working in thin Caves.

-Fixed an issue with my debug draw grid code where it wasn't drawing enough lines.

-Fixed Stairs causing a crash if facing sideways.

-Fixed Wallvines and Banners having the wrong Depth value.

-Fixed Merchant crash caused by looking for Gem data in the wrong place.

-Fixed Merchant Item Use Text lookup using the wrong place.

-Fixed ̶ ̶D̶e̶a̶n̶n̶a̶ ̶a̶n̶d̶ ̶R̶a̶n̶d̶y̶ NPC's getting stuck in the Shy emote.

-Fixed Natural Structures having the Creation Bounce effect.

I think that's everything?


Thank you all so much again for your interest in my silly Goblins, it really means the world to me and helps me out so very much.

I hope you all have an amazing January. Please stay safe, look after yourselves and keep being awesome!
💚

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