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xFN10x

Shipped this project!

This project has been kinda a dream of mine! this definity should have already existed, (but people were too focused on sans…)

Once i got some basic functions setup, the attacks weren’t that hard to add.

xFN10x

i polished a couple things, like the website and game. now im gonna ship!

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xFN10x

i finalized the website, and… added attacks 14-18! which means the game is basically done! Im shipping tommorrow, after i fix some bugs. please report any bugs you find to me so i can ship without them

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xFN10x

i have finished attacks 9-14, which means all green soul attacks are done! i also updated the website a bit more.

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SalticHash
SalticHash 5 days ago

Nais = nice!

SalticHash
SalticHash 5 days ago

(You forgot to loop the song)

xFN10x
xFN10x 5 days ago

it should be looping…

xFN10x
xFN10x 5 days ago

actually im 14/18 done, idk where i got the extra 7 from

xFN10x

i added the yellow arrows! it took me a while to figure out how to implement them, but i think it turned out well.

I also tried to fix the issue with the spear animation making undyne stop moving, but the animations are a bit delayed.

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xFN10x

i spent a little bit of time putting up a website, so now you can play it!

The game still isn’t done, put if there are any inaccuracies, you should tell me

https://ths.xplate.dev/

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xFN10x

i added 2 new red soul attacks! i also added some new keybinds:

(1) change music to, THE BEST BATTLE MUSIC
(Home) kill yourself (thats what i do at the end)

i really like how this is turning out!

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xFN10x

Ive added some new attacks, and i also changed how they are seqcuenced. I thought they were random, but no. they are in a preset pattern. Ive also added the spear swing animation (like literally just added)

i also made some animations more accurate, along with the attacks

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Comments

SalticHash
SalticHash 6 days ago

FIRE 🔥🔥🔥 xd

xFN10x

ive worked on polishing some things to make them more like the og game, and ive also added some actual undyne attacks. (not fully accurate)

also at 41 seconds i start to show a werid bug i need to fix… and one of the attacks ive added isn’t actually used yet.

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xFN10x

why do i have 2h 30m to devlog? idk, but it might be that i added some missing hackatime projects, mostly bedrockR Mobile in different names. (bedrockRMobile, bedrockR-Mobile, bedrockR Mobile)

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xFN10x

this is my first time using godot, and i think i already understand most of it. I have the action buttons navigable now.

The image in the background is just a way for me to layout the sprites, its not actually gonna be used in the game

Changelog

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xFN10x

whoops, somehow i missed a bug that LITERALLY DIDN’T LET YOU MAKE FOOD. its fixed now, also i updated the versions, and cleaned up a lot of code

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xFN10x

ok i did some audio & other general polishing, and now im actually getting in game! probably not for long though, as i will be having to implement input and ui stuff at some point.

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xFN10x

audio works! technically i finished this yesterday, but didn’t devlog. the song playing is the 30 Minutes main theme.

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xFN10x

I finished adding text! And in extension, transparent textures. Audio or controls are gonna be coming next

The counter is a framerate counter

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xFN10x

ok, i did some stuff to makes sure that the positions and scales were not dependent on the resolution, i also made it so the windows resizing actually changes the view port

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xFN10x

it took so long sob-ios but it finally works…

TEXTURES

(yes the triangle is supposed to look like that)

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xFN10x

that last devlog i forgot to add the new hackatime project, so some of the time in this one is from the last one, but oh well…

i added a sqaure, because i changed out the renderer works! Now it uses a new opengl method so i dont have to render each triangle at a time for one renderable.

I also added UV in the background, since im going to be added textures soon.

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xFN10x

it took me a while, but i finally got shaders working! this is really exciting!!!

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xFN10x

turns out what i was doing to build was incorrect, now it bundles all the js into one exe, so it should work now.

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xFN10x

Shipped this project!

Hours: 6.65
Cookies: 🍪 18
Multiplier: 2.64 cookies/hr

It is done, Im probably never gonna work on this again, unless people want me to for some reason. The only build is for windows, but it shouldn’t be too hard to run from source.

xFN10x

it can now create a file! im gonna work on getting bedrock usernames to work, and them im gonna finalize it.

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xFN10x

now it can read level data, so it can see the name of the world, but also other things. I could add custom formatting at some point for the generated list, but for now its just gonna be basic. now its time for api stuff…

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xFN10x

optimizing………. help me…….. idk what i really did (the screenshot is a benchmark of 100k triangles, running at a stable 30)

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Comments

Tom
Tom 20 days ago

this is so impressive im jealous of how good you are >:)

adamd
adamd 20 days ago

damn

xFN10x

whoops i was gonna devlog eariler, but ive moved to Intellij, and i switched out my vector2 implementation to the JOML vector2. not much has changed since last devlog, at least visually, but im working on text, and states. (also its in 16:9 now, also in the screenshot the triange already went away)

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xFN10x

FIRST TRIANGLE! the past 3 hours have been me making the basic bones of the engine: renderables, and states. Think of states like unity scene, and i would think that you could figure out what renderables are like.

In this test state, it renders a triangle every frame. TIme to test a non-static object now…

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xFN10x
xFN10x 29 days ago

oh i also setup game jar loading, the way the engine works is that it loads a jar from the first arg, then it launches that game jar

xFN10x

Changelog

Ive got a basic rendering loop going on, (no actual rendering yet,) and ive also setup my gradle projects accordingly.

The main plan for the engine (MinuteEngine/ME) is to have 3 parts: java engine, java game, and c# bootstrap. The bootstrap is gonna be the program that launchs the java vm and stuff

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xFN10x

Shipped this project!

Hours: 32.77
Cookies: 🍪 328
Multiplier: 10.0 cookies/hr

Version a2.0 is out now! Its a bummer android dev has to be so hard… if someone wants to use the android version as their own ft project i would let you.

Sorry for the devlogs being so sparce, its hard to do them when you don’t start on flavourtown

The bedrockR website should tell you how to use the program

xFN10x

i fixed up some issues before shipping, the main issue was resources not importing. Structures, and plugins are gonna be in the next updates…. idk if im gonna finish the android app… if someone else wants to make it they can

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xFN10x

did some work on the android app, i did a lot of general work on the app, but i also started working on element creation, and added some more element values

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xFN10x

Shipped this project!

Hours: 22.29
Cookies: 🍪 598
Multiplier: 26.81 cookies/hr

Ok, this release adds lots of thing, but in flavourtown, ill just say the new features.

Added FTP support
Added SFO Video & Audio playing back
Added SFO Viewer to view SFO data raw
Added Support for PSVita, 4, & 5 SFO support.
Removed RAM limits, app should be faster now.
Added more destinations for downloading saves.

xFN10x

ok, i did a bit on tiny things for the prep for the ship, next devlog will be ship

please enjoy random image

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xFN10x

Ive bumped a lot of dependencies, fixed a lot of bugs, and am currently adding a demo mode. I’ll probably ship soon.

so many bugs… i really rushed this for optimize ysws

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xFN10x

i got ftp working! This is a screenshot of my actual psp! FTP is a bit slow, but its fine. I can probably improve it in a future update.

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xFN10x

ive realized that the actuall PSP doesnt support most of these commands… well, it shouldnt be TOO hard to change them right?

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xFN10x

ok ftp is… kinda doing a thing, but its very glitchy, and unfinished. Sadly, my 2 snow days are probably over, so ill continue this tommorrow.

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xFN10x

ok i abstracted all psp file management, so ftp can be done easily now. I spent like 2 hours trying to figure out why isos wouldnt work, reverted the changes, did something, reverted the changes again and then it worked again. In the image below you can see how i abstracted psp files. Everything in that image is an interface, except for the lastselectedpspinfo, and selectionmode

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xFN10x

We did some more work on the map, i also added a loading screen and music.

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xFN10x

Ive finished the FFmpeg installing for windows, ill add linux later. and i also made it so when a video is loading, it waits until its done, then plays, instead of just not doing anything when its not loaded

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xFN10x

I was doing reboot, but i realized i dont want any of the prizes, so i came back here

ive been doing LOTS of code cleaning and refactoring, since this program was pretty rushed for optimize. Ive only added a few new things, but thats gonna change soon with FTP.

Also, i added back the xmb music playing, and video playing, and im actually testing on linux now.

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Comments

xFN10x
xFN10x about 1 month ago

i hope the missing devlogs from before wont ruin my voting…

xFN10x

me and my friend have started creating the map

i also am almost done loading. Singleplayer is going to be the only mode for now.

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xFN10x

ive done some cleaning of some code and stuff, and i added a way to keep track of what bedrockR version is used for a workspace, and i also added some metadata that gets added to the addon

also something i find funny is that the metadata shows a warning with addons, probably since there are not many addon generators for mcpe

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xFN10x

ok ive done quite a bit of work on the mobile version, and some polishing and bug fixing on the main program. im working on creation screens, and i have string, int, and float element values working. Trying separators soon.

(Screenshot is from a virtual android 8.1 device, the minimum version the app can run on.)

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xFN10x

i finished a new version of the readme, with new info, and fixed errors

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xFN10x

not entirely sure what i did on bedrockR Mobile, since i didn’t think of devlogging (this time on this devlog is from before i actually made this project on here)

but on bedrockR, ive done a lot of backend stuff, to prepare for version a2.0, which will release along side the android version

ive also been writing some more stuff in the readme about using bedrockR as a library

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