Devlog
- October 10, 2022 by ChocolatePinecone#Update- Fixed a bug where the round crates got a wrong collider attached... Continue reading
- February 28, 2020 by ChocolatePinecone#UI, #animation, #audio, #debug-view, #grappling, #physics, #version0After adding player death, player lives were next on the list. The player automatically starts each level with 5 lives currently. When running out of lives, the game shows a failure screen as you can... Continue reading
- February 18, 2020 by ChocolatePinecone#UI, #animation, #audio, #physics, #version0, #collisionThe last couple of weeks I've been polishing little stuff and perfecting features mostly. There's 1 big feature I still needed to implement, which was Player death and respawn. I started with death of... Continue reading
- December 17, 2019 by ChocolatePinecone#UI, #flying, #grappling, #controller, #version0It took a lot of effort, but I implemented configurable controls! Supporting controllers is something completely new for me, so it seemed really daunting. In the end it wasn't as much the complexity,... Continue reading
- November 22, 2019 by ChocolatePinecone#collision-detection, #debug-view, #engine, #physics, #version0This is an update I've been aching to share: Crate detection has been implemented! You now see a nice little checkmark when crates are dropped onto platforms with the same color. A counter in the top... Continue reading
- November 08, 2019 by ChocolatePinecone#collision-detection, #editor, #physics, #version0I'm so happy to finally start work on gameplay. I rounded up work on the level designer with creating some error screens when the user enters an invalid level name for example. Here's how it looks: I... Continue reading
- October 11, 2019 by ChocolatePinecone#UI, #editor, #flying, #grappling, #parallax, #physics, #tile-generation, #version0As you can see I implemented a playtesting feature into the level designer! While designing you can now play your level to check if it's exactly how you planned it to be. Right now you can only store... Continue reading
- June 24, 2019 by ChocolatePinecone#animation, #flying, #grappling, #physics, #version0I completely forgot to retract the cable as well. It might be a detail, but attention to details makes a good game (I hope!)... Continue reading
- June 20, 2019 by ChocolatePinecone#animation, #flying, #grappling, #engine, #physics, #version0*Fling!* *Thwap!* After some trying out different solutions, I found a nice way to shoot the cable instead of magically making it appear. I'm simply Lerping the end of the cable between the ship and c... Continue reading
- May 23, 2019 by ChocolatePinecone#animation, #physics, #debug-view, #flying, #version0Following the advice of 2 reddit users, I've tested out using a cable built out of seperate smaller joints, instead of 1 single joint. It was actually more stable than I thought, but the weight of the... Continue reading
- May 14, 2019 by ChocolatePinecone#collision, #collision-detection, #collision-resolution, #physics, #version0After a lot of effort I found out that my collisions work much more stable if my colliders don't have sharp angles. I've updates my crates to have cut off corners, which makes the collisions more sta... Continue reading
- May 07, 2019 by ChocolatePinecone#tile-generation, #debug-view, #editor, #version0Someone commented on my last post on reddit that I should take a look at the tilemap tool of Godot. I did, and the tool inspired me to implement automatic generation of the correct tiles instead of ha... Continue reading
- May 03, 2019 by ChocolatePinecone#collision, #collision-detection, #debug-view, #editor, #engine, #version0The tile collider generator is almost working perfectly! I've implemented the colliders to be updated whenever I add or remove a tile. This proved a challenge because some tile removals must result in... Continue reading
- May 01, 2019 by ChocolatePinecone#collision, #collision-detection, #debug-view, #engine, #version0Left you see the old system which uses a seperate collider for every tile. Right you see the result of the new WIP tile collider generator that generates a single collider for a group of tiles. With p... Continue reading
- April 25, 2019 by ChocolatePinecone#collision, #collision-detection, #collision-resolution, #engine, #physics, #version0I'm getting more and more tired of all these problems with physics. Since the collider for my crate is a bit complicated, the physics system is protesting. I'm probably either forced to throw the comp... Continue reading
- April 19, 2019 by ChocolatePinecone#collision, #collision-detection, #collision-resolution, #engine, #physics, #version0The physics are working pretty well now. I've replaced my previous collision detection with a functionality following the seperating axis theorum. This is a breeze to understand codewise and also work... Continue reading
- April 08, 2019 by ChocolatePinecone#collision, #collision-detection, #collision-resolution, #debug-view, #engine, #flying, #physics, #version0Verlet is implemented. The collision detection and resolution is going pretty well, but I still have some annoying bugs to iron out. For example, when the ship lays on its side on tiles and is sliding... Continue reading
- March 22, 2019 by ChocolatePinecone#UI, #debug-view, #editor, #engine, #version0I now implemented basic scrolling! This really boosts what I can do with UI now. I still need to implement scrolling boundaries and maybe a scrollbar, but this already really exites me. In this GIF yo... Continue reading
- March 05, 2019 by ChocolatePinecone#UI, #debug-view, #editor, #engine, #version0I have now set up a system for managing multiple screens. This system provides the following functionality: - Newly opened screens will be rendered in front of other managed screen - Possibility of ha... Continue reading
- February 14, 2019 by ChocolatePinecone#UI, #debug-view, #editor, #engine, #version0I've worked on a text input that is now working nicely. As you can see I implemented it in a save screen which now saves the current level on disk with the entered name. Now to update the loading scre... Continue reading
- February 11, 2019 by ChocolatePinecone#UI, #debug-view, #editor, #engine, #version0So it's been a while. The load level screen is coming along nicely. For now it only shows 2 possible levels to choose from, but the levels that are shown are actually fetched from the game folder and... Continue reading
- January 07, 2019 by ChocolatePinecone#UI, #debug-view, #editor, #engine, #version0I've now implemented a basic re-usable system for creating, displaying and closing screens/dialogs. This basic system will be used for the "load level" functionality I'm working on right now. The gene... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0I finally solved a weird bug where the ship would keep repositioning when laying on its side. The cause: When a point of the ship collider enters a tile collider, it "solved" the collision by moving t... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0I'm glad to finally show you guys some good physics results! Writing and implementing this is one of the most complicated things I've done. There are definitely still some annoying bugs, but they are... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0Wow, i hate physics.. Rotation screws everything up -.-'' It works for some cases, but some other cases rotate the wrong way. It's all a pretty complicated puzzle to crack. I'm confident I can stabili... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0It took some serious debugging, but finally it's working pretty nicely. Float rounding errors are such a pain. It took me ages to find that bug... Still PAIN equals GAIN, cause I learned a lot from a... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0Better collision resolution! I've simplified a lot of code and optimized here and there. The collisions start to feel more natural, but I am still missing checks for when tile corners collide with th... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-resolution, #version0Finally some collision resolution results! It took a lot of time to research how to create this. After hours of vector math, reading documentation and brow-sweat, I was able to implement this basic fu... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #collision-detection, #version0Collision detection is finally working! Can't stop playing around. It definitely took digging up some math skills, but with the help of sfml forums and stackoverflow it finally came together! Next up:... Continue reading
- December 06, 2018 by ChocolatePinecone#engine, #animation, #version0Continue reading
- December 06, 2018 by ChocolatePinecone#animation, #engine, #version0Continue reading