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gamedev 

I found the problem with the segfaults. I was already using the arrow keys for changing the facing direction of a select object and I forgot to make the current object pointer null by default. I'm probably going to stick to WASD for camera movement though.

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gamedev 

In the level editor, I had to change the camera controls from the arrow keys to WASD because the left and right keys were giving me segmentation faults for whatever reason. Luckily, I can still use arrow keys in the actual game.

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gamedev 

Added walkable cloud tiles for this particular level.

I have no idea what this game is going to be about. It probably will be a mix of sci-fi and fantasy, at the rate at this thing is going.

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gamedev 

I realize that I didn't include support to change the background color in the level editor, so here it is. It is done by pressing the left control key.

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gamedev 

Now here is a level I can make now that the format supports background tiles.

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gamedev 

Reconfigured the level editor to support the new format. I've also added a way to change the tile behavior and view the behavior of each tile in the editor. Tiles without an overlay are background tiles. Yellow represents solid tiles. Dark blue are platform tiles (ones where you can jump to from the bottom). Tiles with red overlays are spike tiles.

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gamedev 

I'm now using triple digit values for each tile in the tile maps because I've added more tiles to the tileset and it gotten to the point that each tile needs a double digit value along with the single digit value that gives the behavior of each tile. Naturally this breaks compatibility with the levels of the older format and I have to convert them manually, and have the reconfigure the level editor as well, but that's the price you pay.

I didn't do it earlier because I didn't expect to use that many tiles. I then decided to include background tiles, so naturally that increases the amount of tiles in the tileset.

You may notice that these tiles are from Mario Bros and CaveStory. I do these as place holders, and I eventually create my own.

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gamedev 

Levels can now have a blue background. Now you can have levels either in a cave or in the sky, I guess.

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gamedev 

Added a turret that shoots when in line of sight of the player. I will probably adjust the firing rate though.

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gamedev 

Actually creating levels in the editor now. I'm not the best level designer. I kind of create the level as I go and my editors aren't very robust, but make makeshift editors are much better than creating levels from a text-editor.

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gamedev 

Editor can now increase the height of the level by pressing the + key.

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gamedev 

Created the first level in the editor and tested it in game.

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gamedev 

Editor can now change the direction the enemies are facing.

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gamedev 

Editor can now change the position of the player and exit.

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gamedev 

Editor now supports all current object. You may notice a bug in this recording after saving with the fourth enemy being in a lower y coordinate after reloading the file. That's due to the fact that this particular enemy is larger than the game's tile size. I'm working on this issue right now.

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