I saw a tutorial on how to fake shaped tile walls, it involves teleporting an invisible object to the walls location as you approach it and copying it's sprite to get the collision shape, but I don't think that will work with multiple moving things? (I.e player + animals etc)
Next up
Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long
Huzzah! I now have AoE attacks!
I've swapped to having Magic Staffs instead of having to hold a second button to use Magic.
I'll see what else I can come up with but this fixes the keyboard ghosting issue for now.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Got around to adding some blending between the Beach and Desert now i should probably populate the Beach with some things to make it a bit nicer to look at!
Will do tile variants like I have for Grassland, but I'd like objects to interact with too.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
I THINK that's all fixed and working? Gained loads of FPS back.
I thought I'd need to remove another nested for loop, but since Ground Surface is only done once I don't.
Only issue is I've lost the dust cloud when adding Paving.
GOT IT!
Ground draws right for world, and UI. Now to get back to improving frame rate*.
*current is with WAY too many chrome tabs open.
Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.
Seems to work I should probably experiment to see how infrequent I can be with the trigger.
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