It fills!! Nothing much to say about this lol, but as you can see in the video, it fills and works perfectly.
I honestly thought it would be a bit harder to implement. While it was still challenging in the first place, i mainly had to wrap my head around on how it works!.
Now the todo list is
Some sort of damaging thingy
An end goal
A little helper guide for shortcuts and more things in the UI
Its geninely so fun seeing this get better and better the more i work on it!! I might draw the cover art rn!!
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Got started on a rectangle fill type thing, so far it works pefectly visually, though i havent actually implemented block fills, but it looks cool so im taking that. I also learned of the fade function in raylib which makes a transparent colour, so that added a bit of pizzazz to the tool.
Its currently only accesibe via the “r” shortcut so i gotta add it to the little board so its a bit more accessible.
Ill update y’all once that’s done!
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Left and right collision is now perfectly implemented! Right collision was really easy, but i forgot that the sprites x position is 0 pixels left when checking for left collision, so that confused me for a while.
The came upwards collision… This was so annoying to program, and even when i managed, it works terribly with snapping to the top tile and just not very good behaviour. Ill try to fix it later but i wanna finsh up the core parts of the editor.
New todo!
Make collision better
Animation
End goal
Line tool!
And maybe a menu :’)
Its going well so far though, but i probably need to check a tutorial of sorts or maybe redo the collision
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Added some friction which already made the movement so much better, and i am currently implementing the collision system. Which i managed to do, except the second she collides onto something, she just kinda stays there, unable to move, yet able to jump….
I dont know how to fix that but i dont wanna watch a tutorial just yet, so ill continue working on it.
Todo-
Fixed collision
Character animation while walking
End goal
All the editor todo i still havent done
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Hackatime was down :’)
Anyways, I am halfway done with the player engine, as i have implemented gravity, jumping, collision only on feet, and acceleration but no friction. Theyre all working perfectly, but i need to find the right numbers cuz moving the character around feels unsatisfying. Other than that, slight changes were made to the editor such as adding a warning if you didn’t place a flag object, which is the start indicator of the level.
Now the todo list is:
Actual collision from top and sides
Friction
Animation
And for the level maker
Enemies of some sort
Autotiling
End goal
And a few more blocks
Also a more robust way to move in and out and zoom in and out because it tweaks out when you go too far
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Did a little bit of work with the player and integrated it with the editor.
Firstly, i designed a little 8x8 player sprite since 8x8 is cute and thats the resolution ill be working with for this project.
Secondly i made it it so that the player’s start position is linked to the flag so he start from the flag. It was a quite simple thing to do but very satisfying at the same time.
I also made basic input handling, but as you see, no collision yet.
Todo:
Everything i said before
Collision
Gravity
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Worked a little bit more on the editor, added a flag object which can only be placed once and is how you start the level.
I did have to change how blocks were being placed, but at least there is now an identifier for each block that says whether it can only be placed once
Got started on the platformer code too
todo list right now is quite large, but its
Add an end goal
Make some sort of a physics and collision engine for the player
Autotile ground blocks so they look nicer
Enemies with an easy way of showing how far they go
Web build :0
and other things probably but i shouldnt get ahead of myself
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Added the ability to change tiles from the bottom screen, and it works like a charm. Since the primitives of the tile engine are almost done, ill polish it and then start working on the menu and platformer engine.
Im really excited to get this all working and polished so i can move on to the platforming engine
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Got started on the level editor. So far the primitive features such as dragging, panning placing and deleting work, and im now getting started on being able to select differnt blocks, as well as maybe autotiling for ground sprites (really excited to implement this).
Current controls are left click to place/ delete blocks, scroll wheel to zoom in/out and shift+left to drag
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