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This'll be an interesting experiment in collaboration and time management for me. Working with an old friend who just got into gamedev, and neither of us have much experience with collaborative projects. Though it's been difficult having no burdens on my schedule last week and this one but expecting to be incredibly busy come July. Just staring at my components and suppressing the urge to burn my gamedev energy early.
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# ¿ Jun 26, 2018 01:28 |
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# ¿ Apr 28, 2024 17:34 |
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CYBEReris posted:Godot has a whole node called YSort that takes care of that for you. Thanks for that! I'd actually implemented my own YSortLayer, the first stab at which messed with the camera logic pretty badly. The second attempt may or may not be identical to their YSort object, but less code is better code.
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# ¿ Jul 8, 2018 17:28 |
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I've been working on the railroad, all the live-long day.
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# ¿ Jul 9, 2018 01:41 |
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Let there be ball! Spent the last 3 days refactoring things that used to appear to work but then apparently didn't. Fortunately, now things appear to work. Edit: vvv I know, right? I'll see what I can do. Hammer Bro. fucked around with this message at 03:52 on Jul 15, 2018 |
# ¿ Jul 14, 2018 20:10 |
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Hammer Bro. posted:BBall Lookin' good, man. But BBall's so last-last-last decade. Streets of Rage is where it's at.
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# ¿ Jul 15, 2018 03:50 |
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I know reading is so dead-trees, but if I wanted to include basic information about the game (controls and whatnot) that maybe just maybe the judges see would I be better off putting it on the itch.io page or bundling it into the zip?
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# ¿ Jul 22, 2018 18:21 |
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Nuh-uh. My UI inclinations are atrocious and I'm out of town for the last half of the week, so the game's in bugfix-only mode. Plus I think the main distinction between end users is more will-read-stuff vs won't-read-stuff. I'm not sure will-read-stuff-only-if-it's-in-game is a significant category.
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# ¿ Jul 22, 2018 19:55 |
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Not sure why you aren't getting more shout outs (is Something Awful no longer the place for hip young people to hang out in cyberspace?) but I appreciate all the reviews you're sending out.
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# ¿ Aug 25, 2018 23:28 |
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Huh? I thought you could always tell your program "move the origin perspective +n pixels to the right", usually via camera abstractions. I'm right now for the first time in my hobbyist gamedev history moving the assets around the player, and that's only because I want to support world sizes of > 1,000 x 1,000 128x128 tiles. Even Klik'n'Play had some means of camera scrolling.
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# ¿ Aug 30, 2018 01:14 |
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# ¿ Apr 28, 2024 17:34 |
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That indeed is news to me! Truly, these comedy forums are dead. And allegedly, not-heterosexual.
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# ¿ Sep 2, 2018 05:07 |