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I can't tell you how good it feels to finally have a brand name to put on my software licenses. It feels so professional, even though I'm currently profiting off of my works.

gamedev 

Wrote my own RNG algorithm (just take the sine of a seed and increment the seed by one for the next time). I also made it so that enemies can't spawn in the first room.

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gamedev 

Tried to add random enemy placement to the dungeon, but they all appear in the same room. I realize that the common way to do RNG in C and C++, srand(time(NULL)) uses time (in seconds) as a seed, and since the loop obviously runs multiple times per second, I'm getting the same results.

I think my solution would be to use my own RNG algorithm with a seed that increments every time it is called.

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gamedev 

Here is a second dungeon, in case you don't believe me.

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gamedev 

I got a random dungeon generation algorithm implemented. It is the same one from this post (gameliberty.club/@xianc78/1117), but written in C++ instead of Java. It's pretty basic at the moment. I plan on having each room randomly pick a design from a template.

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gamedev 

Created solid tiles, a couple of enemies, knockback, and the sword. I also divided the screen. There will be a hud on top, but right now, it is blank.

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