Added arrow buttons for images in project galleries. That’s about it for this devlog.
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Added arrow buttons for images in project galleries. That’s about it for this devlog.
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Added a search bar to the projects page. Ha-ha I’m slow to implement web things. At least it looks good and works. Now I’ll probably work on pagination next, as I have a lot more projects to add. Or rewrite Pong and Block Placer descriptions.
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looks clean and nice, I used Netlify since my site was static, u can try that if u want
Just casually went and nuked Tailwind CSS and JQuery from my website. Took about 3 hours to get CSS and JS working. But hey, the website now loads better and it looks just as good as before and it’s easier for me to make new pages, since I don’t have to define each <p> tag as <p class=“text-zinc-50 text-medium…”> and such. Now I’m going with pure HTML/CSS/JS and won’t touch a library ever again (in this project). Oh, and the other hour went into refactoring Sandbox-2D project page. I promise I’ll create devlogs more often.
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Did some small changes like limiting the mining and placing distance. I also added a mining animation. I’ll probably ship it tomorrow, but I can’t say for sure right now. Didn’t do a lot as I’m working on my website in parallel.
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Changed some of the style. I removed the useless X margin that was making everything narrower than it should be for basically all elements. I also made things less rounded, added some drop shadows, as well as fixed the project thumbnail layout. Also did some minor changes to the project pages themselves.
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I added a page for my Pong game, which is not publicly available anywhere else. I also made it so the header is re-usable just like the footer is. I also did some other small QOL changes like being able to go through the gallery in project pages using the arrow keys and style improvements. I think my website is coming together great!
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Added a footer. Yes, 2h 20m to add a footer. I had to include JQuery as I didn’t want to copy it, but reuse it across all files as I know I’ll edit it in the future. I also had to fight against Tailwind CSS (Tailwind is amazing, CSS is not) to get it at the bottom of the screen just as it is right now. That’s what happens when you use new tech for the first time. But hey, it looks awesome right now, so I’m not complaining.
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Just finished working on my about page. Had to fight against CSS for a long time to realize that my live server went down for some reason. Also made it so links in about page show a thumbnail of the project.
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Worked on the game quite a lot. Fixed a bunch of bugs regarding the inventory and most importantly added a way to break blocks. You can break blocks, walls and even furniture. Breaking each block drops the corresponding item and furniture can drop a bunch of different items at once. I still have a lot to do like making a block breaking and placing animation, add a cooldown on breaking blocks, as well as other small tweaks. Oh yeah, also adding tools that break blocks faster! But I’m planning to also clean up my code as it is really messy right now.
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I switched from Typescript to Javascript as it wasn’t worth the work and I don’t even use it that much here. I also switched from CSS to Tailwind CSS as I don’t want to suffer :). On the note of CSS, I styled my website to be easier on the eyes, but plan on changing the design in the future and adding some animations.
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Updated project page system to have thumbnails with a small description in the projects page with a link that takes to the full page which describes the project in full detail. I also made pages for two of my games.
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I tried optimizing the map renderer, but failed. All that I managed to do was fix some minor issues and optimize the debri generation. I guess it wasn’t for nothing as you can save like 0.5 seconds on world generation?
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I made it so it’s easier to place blocks from the inventory and a new purely visual slot that activates when you select an item and close the inventory. It displays the item, amount and it’s index in the inventory. Also a lot of inventory-related bug fixes!
Added new pages like blog, projects and about and made the projects page dynamically load my projects. For now looks really ugly, but I want to get the functionality done before I work on the style.
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I’m starting to create a personal portfolio and blog site. I’m a beginner in HTML/CSS/TS and usually code with C/C++, but I don’t think it’s going to be anything impossible. Just set everything up including index.html, typescript and README. You can check out the website here: https://acerx-amj.github.io/
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Now I’m going to be fully committed to developing survival mode. I just made my inventory actually usable and now you can place blocks and furniture from it. You can also pick elements with middle click if the element is in your inventory. Also did some other small QOL changes and bug fixes.
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I added a heart system and some hazards to complement it. Turned out pretty great. I made Linux and MacOS builds available on Itch.io, might make a Windows build in the future.
Just did some polish, like added a slight vignette effect, as well as interpolating between heart and breath values and adding some sine wave to them. Looks amazing! I’ll make sure to ship it some time later this evening.
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I’ve been working on adding indicators of damage and some effects on death. I added a particle manager and death particles. I don’t want the game to be really gory, so player leaves smoke particles on death. I also made the player flash red and a number showing the amount of damage done whenever damaged. I’ll play around with the heart and breath bars and I’ll ship it.
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I had a lot of hazards in the game, but not a death screen, so I added one. It’s super simple - it says that you’ve died and shows the time until re-spawn. It works great. Oh, I also added two fun blocks - bouncy slime platforms and bubble blocks, which player can pass, but liquids cannot. Last updates were pretty grim, I just had to add something fun!
The game is turning out great! I’ve been adding a whole lot of new things to it recently. I’ll probably work on some polish next, like adding some damage and health effects. I also love this cool test world I’ve made to test interactions.
I added suffocation whenever tiles are on your head and fall damage. Might have to tweak fall damage params in the future, but I really like the current state of the game. Now I’ll work on dying next.
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Just added a breath and drowning system. Whenever the player’s head is below water, liquid honey or lava, the player will slowly run out of breath and when the player is out of breath, they slowly lose HP. Was trying out different UI layouts, but went up with the classic Terraria one, where the bubbles appear right on top of the player. This marks 2/4 hazards that I want to implement before shipping 0.1. The next two will be suffocation in blocks and fall damage. Will add sound effects in the future.
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I added a heart system and a regeneration system. Currently has no cool effects and looks kind of bland, but I’ll work on it right after adding more hazards, like fall damage, suffocation, drowning, etc. Right now only lava can hurt you and honey boosts regeneration. I’m pretty sure solid honey blocks also do that. Oh, and it is impossible to die right now, that’s why the character survived with no HP. That will also be addressed in the future.
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