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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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gamedev 

Had to shelve the platformer project because of poor planning and feature creep. I decided to work on an action dungeon crawler. Right now, you can only move your character and thrust your sword, but I plan on including randomly generated levels.

I'm more experienced with top-down games, so this might be easier.

gamedev 

Fuck it. I might have to scrap this project. I can't constantly tinker shit. And deal with broken compatibility with the level editor and game itself, while also having two modes.

I might redo the dungeon crawler project since I've been working a lot on procedural generation.

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gamedev 

Ugh. Incorporating horizontal levels in a vertical platformer has made the code a huge mess.

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gamedev 

So apparently, I broke compatibility between my game and level editor and I'm still trying to figure out how.

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gamedev 

I've added a freeze frame after defeating a boss along with explosions. Ignore the high-pitched, corrupt sounds and me breaking the golden rule of keeping the cursor out of the recording.

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gamedev 

For whatever reason, I get this random bug that causes the sound effects to be high pitch. It only happens on my new System76 laptop and I don't know what is the cause. It's completely random. Sometimes, it sounds normal. Other times, not so much.

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gamedev 

Second boss now shoots projectiles at an arch in-between jumps.

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gamedev 

Created a second boss. Currently, it's using the same placeholder sprite. This one jumps. I might have it shoot between jumps.

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gamedev 

Created the first boss fight. It takes 60 hits to kill. I plan on having it shoot homing attacks at the player.

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gamedev 

Created a horizontal sky level. I'll probably have this level come after the vertical mountain climbing level.

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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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