A 2d platformer that gets more difficult not because the (levels) get harder, but because (you) become weaker. I’m working on this with A. Algheb
A 2d platformer that gets more difficult not because the (levels) get harder, but because (you) become weaker. I’m working on this with A. Algheb
A bunch of stuff to be able to proceed with the levels in some hours I hope:
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MY plan was to do some simple UI like shown in the picture below (which is the current game). I ended up messing with bevy’s children![] macro which spawns child entities to allow UI hierarchies, every single item or tuple is spawned, I got some warnings because I forgot some parenteses and wondered why the “exact same” code (I copied an example to compare) did something different. After that I tried to get some UI done, but I didn’t have any flexbox experience. Here’s the result
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finally fixed the splash screen transitioning to the title screen correctly. this bugged me for prob 1-2h (I’m really not sure) because I thought that it’s some super weird problem with state transitions (it was not) so I tried to debug it. It just turned out to be a missing camera so the title screen actually was present, but no camera so the splash screen remained visible…
other than that, I added a dev feature and restructured some code
kinda works..I guess? I really should have done more, I even needed to look up how to display an image.
So now there’s a “loading” screen even though nothing gets loaded.
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a bit more loading screen stuff and tinkering around. Embarassingly, I’ve never come so far in the process of making a game with bevy that I noticed (thanks to the bevy_new_2d template) that a small asset loading infrastructure is needed….
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did some prerequisites to get started and finally make my first devlog (a bit screen management, bevy project setup via the “official” CLI). We are not completely sure yet, but It’ll probably be a 3d platformer (see the description for a current state)