Activity

regonold520

I did a whole lot in this devlog (6 hours ;-;) anyways. I fully finished the summary screen for the minigame, added some nice effects like camera changing and colour changing, and added every rank [F, C, B, A, P], It will apply a modifier to your plant dependant on how well you did ranging from 75% (bad) to 150% (good), and i also made it so when you finish the minigame, you can proceed to bloom your flower which will initiate the growing process. Along with the almost fully completion of the minigame, you can click on a growing / grown flower to enter a summary screen of the flower, so things like what virtues, modifiers, moves it has etc. It is very bare bones right now as i havent made much. As always, have a great day :D

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regonold520

Sorry for the lack of devlogs, i was migrating to Linux :D. Anyways, I worked a lot more on the minigame, I added some nice popup text for when you click the buttons, and I also made it so that when the minigame ends you get a grade (it dosent do anything but I just think its cool), next im going to make it so the “modifier” to your plants and the activation of plant growing actually starts.

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regonold520

In this update I finally finished all of the tutorial dialogue (for now) and made all the apropriate actors to trigger them, but more importantly. I started working on the garden rework, as you (hopefully) know the current system is very plain and basic, you just wanter the plant occasionally but the new system has a much more interactive experience with minigames, i started making the framework for the minigames and even got some really good progress on one of the minigames, the “fertilising” minigame which is kinda like an OSU thing where you have to time your clicks correctly. Anyways have a great day :D

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regonold520

In this update I paved the way for dialogue interactions, I made a very modular system for adding dialogue actors and for typing them out on command, I even added some foundations that will allow to have multi-lingual dialogue in the future! With the dialogue, comes of course the first NPC. So I added: Virgil (based on Virgil from Dante’s Inferno), he will be the guide in the
game, I even drew him an (arguably) sick sprite. I also added a bunch of the intro text, Im not finished implementing it but it looks good right now. Have a great day :D

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iris
iris 21 days ago

woah!! looks really cool

regonold520

Hi! In this devlog I made support for TWO (or more) enemies! so instead of being bullied by one mangled mess of muscles, you can now be bullied by INFINITE mangled mess of muscles(es), and if you kill one of them they all move along in a cool zig zag pattern which I think is really cool :), I also bug fixed a bunch of conflicts and positioning stuff, also I fixed some assets leaking into other scenes and not resetting correctly (in specific those gosh darn hitboxes). Anyways have a great day :D

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regonold520

In this devlog I did a lot of backend changes, in specific, making things clear correctly and properly when different scenes are loaded. I also refactored some wierd data storage things to be more modular. But most importantly: In its current form the battle system is pretty much done (more polish and features are to be added) but it does work fine and I also added healthbars that correctly display the flower or enemy’s health, the bars also tween off or on the screen dependant if theyre going to be acted upon which i think is cool, anyways have a great day :D

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regonold520

Hi! Yet again with the battle system (i promise were almost done), today i added a nice and modular system for me to properly apply enemy stats and enemy logic, we now have the first coded enemy: The Crawler, it lunges towards you with a nice pullback indicator, pretty simple enemy to introduce people to the battle system, there isnt a whole lot for me to do for basic battling, all i need is more game juice, and enemies to attack you. Luckily I implemented hitboxes and the correct events fire when they need to, I am just to hook them up to take damage functions but other than that going well, as always. Have a great day :D

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regonold520

Hi! In this update I fully fleshed out the battle system, not finished with it entirely because im still to add enemy attacking (for now its a 4 second wait for testing) but I got flower’s moves fully working with some very juicy camera movements, and it properly accounts for the move’s attack, pierce and the enemy’s shield :D, I also fixed a lot of bugs to do with camera tweening and some wierd positioning stuff, and finally I added some castle walls to the bg to fill up some empty space. Have a great day :)

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regonold520

Hi! Today I made a full text system with colour pallet swapping, nice helper functions and event a text “bound” area to scale down text that gets a tad bit too long. I applied this system with some nice move icons i designed (to indicate the move’s typing) to display the moves as they appear for each flower. Each move also has their allocated stats but they dont display, nor are used yet. Next up is getting the moves to actually do stuff. Also i did a rough design on the boss of Limbo (the first area), as always, have a great day :D

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regonold520

In this update I added a basic enemy spawning system and i made it so when an enemy spawns the player and their party will move towards the enemy, when they reach the enemy they will initiate a battle. I have a really cool battle system idea inspired by pokemon and deltarune, Ill say more about it when i have a good prototype in place, but for now you can see the very BASICS of the system with some move selection

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iris
iris 28 days ago

holy wow does this look cool !

regonold520

I got a lot of things working today. First I fixed up some of the middle ground assets and made background and a focal point! in limbo’s case being a giant clocktower. as well as these layer changes, I made it so the main character Dante falls when you enter a layer with the party of flowers you enter with, I also added functionality to move the player and the party along the map. Some behind the scenes changes were also made. I made it a lot more consistant how certain scripts are stored and I moved every script and image file into their respective folders for organisation purposes. Thats all for today Have a great day :D

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regonold520

I added basic layer accessing via the intermission screen, and I started the framework for the modular background sprites, for now i have a foreground and a midground set up. the foreground dosent experience parralax hovever, the middle ground does! it also scales with the offset y to imply depth :), the layers also draw in chunks, and load in and out accordingly, saving on performance and being a clean way to draw it. Have a great day :D

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regonold520

I made a bg sprite for the intermission screen and i improved the bars thickness. I also made it so when you enter the inferno scene, the intermission will stay for a few seconds which moves upwards as the camera pans downwards. I also made the most BARE BONES layer caching and drawing, its very simple and i need to make it scale whether you move right, I also drew some art for the main character (Dante from.. Dante’s Inferno), have a great day :D

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regonold520

I made it so when you click on the flower buttons in the exit gui it adds the respective flower to your “party” on the right, and if your party has at least one member, the pentagram button gets highlighted which allows you to press it to transfer you to an intermission screen to show the player the order of the inferno and what layer is next, i made inferno order random and the diagram’s colours change dependent on the order :d have a great day

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regonold520

FINALLY, after multiple hackatime + flavourtown outages Im finally uploading a new devlog, I added the “exiting to the inferno” GUI and populated the side panel with all of your mature flowers, I also made the page buttons below the panel cycle through different pages! In addition you can click onto the flowers in the gui to “select them” isnt fully implemented but will be very soon :D, have a great day :)

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iris
iris about 1 month ago

woah this project looks sick!

regonold520

New devlog! I spent a lot of time working on refactoring some back end systems to adhere to different scenes, and i also drew some cool art for the Inferno door and the respective GUI :), Have a great day :D

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regonold520

I made the altar actually work, in future the virtues you can add will be limited but for now theyre infinite, I also added the watering can to allow for plants to grow and to be placed down with seeds created by the altar :D

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regonold520

I may have lost track of time and worked on the game for 8 HOURS! ok so I drew 2 different environments, the garden bg and the altar bg. I also put the flowers into pots and made it so if you click on a pot a random flower appears (temporary). I made it so if you press A or D you can cycle between the altar and the garden using a nice tween system, I made it so if you click onto the altar the camera will pan to it and zoom in, with a vignette zooming in and the virtue icons appearing across the bottom hemisphere, I will be adding seed creation next :D, Have a great day

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regonold520

Second Inflerna devlog! I added every flower type to the generation and made a simple 2d loop to test all of the combinations (its 47 rn but there will be A LOT more soon :) ), I also begun drawing “baby” flower sprites yk, for the growing stuff

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regonold520

Hi! First Inflerna devlog, I have lots planned for the game but i merely have a cool colour pallet switching system so I can switch any colour pallet for another, im currently using it to swap a flowers pallet with different ones, I have also created a bunch of icons and flowers which I will go into detail on later, see images below. Im exited to see where this project goes :D

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regonold520

Shipped this project!

Hours: 6.36
Cookies: 🍪 69
Multiplier: 10.86 cookies/hr

Its the final ship, well at least for the forseable future. The program isnt the best thing in the world BUT it was a great learning experience for me and taught me how hard it is to make any form of utility software, I will take these skills with me into my next projects and I hope you guys enjoy me half baked pixelart editor, just know soul and passion went into this and as always. Have a great day :D

regonold520

I added a cool home tab and a new sprite button to go into the art part, I also added cool text on the home page :). Small devlog but have a great day :D

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regonold520

Hi guys, my apologies for not devlogging in a couple days, i was experiencing burnout, anyways. I got a really cool feature working which is canvas resizing! Its very simple, just press C and drag outside of the canvas, It feels very nice to use because its pixel perfect with the mouse movement and zoom accounting, thats all. Have a great day :D

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regonold520

Hi guys, today I got the select tool working, it is pretty nice because you just drag to select the area or just click to remove the selection and the selections do a great job of either culling pixel drawing or filling, basically anything to do with setting a pixel. Small devlog rn cus im tired today. Have a great day :D

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regonold520

Shipped this project!

Hours: 24.89
Cookies: 🍪 375
Multiplier: 15.07 cookies/hr

First release for love sprite, quite bare bones and buggy at the minute but want to gauge public opinion, to use just download the zip file on the github release, extract it and run the LoveSprite.exe, happy spriting :D

i will list the key binds below:
Ctrl + Z = undo
Ctrl + S = save sprite
Ctrl + N = new sprite
Alt = temporarily changes tool to eyedropper
I = eyedropper
B = brush
E = eraser
G = fill
Scroll Wheel = zoom
Middle Mouse Move = pan sprite

regonold520

This is a BIG devlog, because I finally added a new tool! The noise tool, it generates simplex noise based on cool parameters you specify In the GUI, I also added new sprite and a new canvas gui (accessable with ctrl + s, ctrl + n respectively). And I,m deciding to finally ship this as a very EARLY prototype, mainly because i want to try to make some other projects :D have a great day guys!

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abdurahmansharif.uk
abdurahmansharif.uk about 2 months ago

hopefully your project get voted, the noise tool, colour. ALL of it is peak!

regonold520
regonold520 about 2 months ago

ty :DDDD

regonold520

Hi guys, I did major things like setting up button clicking infactructure and i made proper GUI types, this one is a floating GUI, Im making this for a cool tool that i will reveal in the NEXT devlog >:) . It was mainly bug fixes and going over lots of logic confirming if things are ok, not a big devlog but yk. Anyways have a great day. cool diagram attached too :)

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regonold520

Hi! So I overhauled the whole UI by changing the colours to a dark purple and i wuite like it, next i changed some sprites like mouse icon and panning sprite etc. but I did some very big things like adding tool buttons on the right, so far we have the brush tool, standard pixel tool. Eraser just does that but rubbing out instead and the eyedropper tool which sets the colour to any selected colour. I also decided to draw a cool image of orpheus, Have a great day :D

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regonold520

Im FLYING through these features recently, maybe because the winter holidays are ending. Anyways i fixed some scaling issues to do with the colour picker and I made it so if you go outside the bounds of it whilst selecting it will continue picking colours helping for picking absolute colour values! I also finally added a hue slider so we FINALLY have access to the full colour range. This took a fair while mainly because im pretty much rewriting all my UI code as i go because its quite buns. Anyways hope you have a great day :D

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brushleaf
brushleaf about 2 months ago

FIRE

regonold520

HI! Devlog 5 for LoveSprite! So this is a HUGE update because I actually added to ability to select different colours, well only monochromtically for now because i haven made the hue slider yet. BUT it is still really cool. getting the actual picker to draw with the HSV was easy but getting what colour to select was a NIGHTMARE. at least it is done now. I drew some kind of green guy to show off a ton of different shades (see second image). Anyways Have a great day :D

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Igelkott
Igelkott about 2 months ago

Really sick project, looking forward to seeing where this goes!

regonold520
regonold520 about 2 months ago

ty:)

regonold520

Hi! SO I begun making the framework for UI objects, still gotta add TONS and polish it but the basics are here, most of my time was spent creating a 9 slice system that the panel and the button (a modified version with no y changes) use, its a bit janky but it works and thats all that matters. I plan to make objects attach to each other in the next devlog and UI input muting / priority, anyways Cya!

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regonold520

Holy.. 3 HOURS! this has been a sad 3 hours because i have been coding ui the WHOLE TIME, I am quite happy with the result though because we have screen responsive and I even made it idiot proof (i think) I made it so you can drag the left and bottom sides to make a very satisfying effect ngl. Thats pretty much it (there was so much maths). Hope you have a great day :D

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regonold520

HI GUYS! Devlog 2 for lovesprite, I got some cool things to work like bug fixes to do with the bg and i coded an undo system, its not perfect and il defo go over it in the future, but oh well. But I begrudgingly started work on the coolest part of this project! The UI, it currently dosent do much, nor block inputs to the actual canvas, i merely begun the bases that will make up the full thing in due time. Thats all that I really got dont but I expect to see more progress as the days progress, As always have an amazing day :D. cya!

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regonold520

First Lovesprite devlog! so I have been wanting to make my own pixelart editor for a while (i alr own aseprite but wanted to do it for funzies) so I started with learning about Images and ImageData, its pretty simple and I just shoves a metric TON of maths into VS code and all of a sudden screen coordinates turned into canvas pixels that i could edit. The editor is SUPER bare bones rn but at least it looks kinda cool :) also its not gonna be a 100% clone of aseprite, mainly because im not that good at programming, but id also like to just add funny little bits because this shouldnt be taken too seriously, but overall feeling good about this one while ADORE gets reviewed. if you read through all my yap thanks :D Have a great day!

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regonold520

Shipped this project!

Hours: 9.12
Cookies: 🍪 99
Multiplier: 10.86 cookies/hr

Im pretty proud of myself, Ive made a fully fledged framework / library that competently works with LOVE2D to make the workflow a lot easier Ive learned a LOT about optimizing my code due to all of the draw calls yada yada, and its really accessible to use which was the entire point of making the thing, I plant to greatly expand upon it but this is what I have so far!

regonold520

HI! I fully fleshed out the UI to remove lots of the pesky bugs we had, I made it so that regular objects can be flagged as hoverable, and therefore clickable. And I also made things like fonts avaliable for text objects too and made the initialising for them a lot simpler no longer requiring a ui type, as well as that I made the Demo Project to show off the features of the project and I write docs on the README of the project. I have done these because I plan to ship the project VERY SOON, im very exited XD, Have a great day

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regonold520

Hi! I actually lost 30 mins due to a hackatime bug but oh well ;-;, I did some major things like i added different ui types like buttons and text, and a hoverable feature that buttons have on by default but you can overwrite on any ui piece with a handy function. I also made it so when the screen is resized the anchor positions correctly allign to the new screen size, speaking of screen size. When you resize the screen the camera shifts position to keep the initial center of focus (i cant word it so ill just attach a video lol). Have a good day :D

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regonold520

4th Devlog! I have been insanely cooking, I learned about camera transforms so we have camera zooming, camera rotations and just being able to move it :D i will be adding more functionality like being able to switch the camera currently being used, but thats for the future. I also made great work on the UI ststem, how it works is there are premade anchors but more can be added and basically you attach ui objects to these anchors and they will autofix onto the screen if the object is too big, I have to do other things before it is “done” like adding buttons and text, but thats for the next devlog

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regonold520

3rd Devlog! I fixed the parent and child thing so that the children properly inherit their parents positions, and i also distinguish between global and local positions now, i also made some handy things like printing out the scene tree for debugging purposes or getting the descendants of an object. As well as the objects I also began work on the anchor based UI system, more about that next devlog, I feel like im getting close to my first ship! So stay tuned, Have a good day :D

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regonold520

Hi! I did a LOT of stuff to do with objects, i added Vector2s i sepereted scale x from y, i added a parent / child system (very rudementary / dosent work with nested stuff cus im yet to fix that :P) I also made it so you can load an instance of a script onto an object so it is able to run its own code, it dosent seem like a lot but it gets tricky the more you add.

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regonold520

I added the initial files for the library like the adore.lua that handles most of the interactions within, like what gets draw, i made it so all the “objects” inside of the drawables table are drawn (y sorted too) (ill proly make that configureable) and its very efficient drawing system that culls off screen objects, i also made a very nice call that makes me an object that takes in a few parameters, handeling all the mid parts of making objects, If anyone has read to this point, you probably actually care and ty, and also this is actually a recode! I have made this lib before, however it ran poorly and had minimal features, which is why im bringing it to flavortown and i even make a cool custom logo for it :D, anyways have a good day.

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Comments

Charmunk
Charmunk 2 months ago

ooh love2d lib, very cool :D