Got the minimaps remade for the new world map.
There's something about a square world map. It's satisfying. It's very JRPG
Got the minimaps remade for the new world map.
There's something about a square world map. It's satisfying. It's very JRPG
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The draw order was a headache (the obstacles were not hidden by the tunnel), at the end I draw all of them (tunnel + obstacles) as the same object, it solves a lot of things x)
The first time I ran this version on real hardware, the framerate was low (below 20fps), I've implemented sort of a LOD system for the tunnel and now I stay around 30fps, I think it will be my target (although the playdate can go up to 50)
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It hope to release the game before the end of August 🥵
And it will be called FUCK AI, I thought of other titles, but I think the simpler is the best 😋
A solodev who tested a build made the remark that the two states of the enemies were too similar
So I'm testing a new UI to differentiate when you are overriding an AI (a progress bar) and when you can send a command (a circle shrinking with the button to press in its center)
I hope it makes things clearer 🤔
#gameDev #godot #godotEngine #psVita #solodev #screenshotSaturday
Gameplay recorded on PC this week, I may soon be able to better capture me playing on the PS Vita
Since last post I've decided to use TrenchBroom to make the levels! You can see here my first test with the beginning of what will probably be the first level.
Sorry for the quality I need to find a setup to do proper filming of me playing the game on PS Vita 😅
#screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita
Not technically a screenshot (or it is ? It's a shooting of a screen ???), but I had an idea for a game on PS Vita with Godot 👀
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Made another bugfix release for #CDogsSDL, fixing a crash when loading classic campaigns
cxong.github.io/cdogs-sdl/rele…
But for this release I also managed to sort out a long-time CI issue where win64 releases don’t have the .dlls included. Gosh CI is such a pain; I’m so glad it’s resolved now
Fleshing out mechanics in level 5 of #OpenCrystalCaves - implemented the falling rocks. One thing we're doing differently than the original #CrystalCaves is ensure the rocks aren't spawned harmlessly outside the play area, so the tension is always there!
In most of the game you can sit back and assess before entering danger, but this mechanic means you’re always on edge, making the level unusually tense despite being otherwise simple.
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