The menu/ui rewrite is complete. Now I can get back to making content.
#gamedev #indiedev #indiegame
Posts by Grindalf
Those are some nice tweaks. Once I finish fixing the build menu I will test that out. Thanks for the awesome feedback :)
Finishing up some work on my UI. Thoughts?
#gamedev #indiedev #indiegame
Building houses in game is coming along.
#gamedev #indiedev #indiegame
Anybody like knockback?
(I'm still working on the timing for enemy impact between different weapons. That's why it seems so off here)
#gamedev #indiedev #indiegame
Roads now generate between important locations in each region.
#gamedev #indiedev #indiegame
Around The World, Part 30: Making better waves
#indiedev #gamedev #gamedevelopment
That last video with the foam wave was magical.
I learnt a few things reading through that. Thanks :D
Working on dungeon generation.
#gamedev #indiedev #indiegame
New night sky effect and the torch effect is almost 100% finished(the torch effect still looks a little strange during sun down and sun up)
#gamedev #indiedev #indiegame
Yes I had this in my last game where textures on sprites were changing to things that there was no way they could possibly be changed to. Eventually I realized I was out of bounds in an array. Such a stupidly simple fault but because it was a texture thing I didnt think to look at the block code
Looking at it a little more it seems a little different. In my case it doesnt always show an error(I get the impression that a segfault will always kill the app)
In my case the error would crash the program maybe 1 out of 5 runs and give no useful error message so it took me a while to track it down
Yes, I had never heard of segmentation fault before but after googling the term that explains my issue perfectly :)
Spent six hours chasing an elusive bug that would only trigger on occasion(turned out I was accessing ram memory that was not part of the game while making the map) and I added mushrooms :P
#gamedev #indiedev #indiegame
Good call, I will add them ;)
Not quite but I can forgive the assumption as it really does look like it. Its actually a pillared heightmap. It has some advantages and some disadvantages. If you look closely you can see the steps between cubes can be much smaller that the cube size giving smoother terrain
haha yes I guess it does have a bit of a minecraft vibe
And a snowy biome, now to populate the desert and snowy areas
#gamedev #indiedev #indiegame
Started work on the desert biome.
#gamedev #indiedev #indiegame
The Great wall, A boundary between regions. #gamedev #indiedev #indiegame
Fixed my prop system, found a memory leak and fixed a big in my northern mountain range.
Not much to show for progress but still good work that needed to get done.
#gamedev #indiedev #indiegame
Ouch two days, Thats painful.
I just spent an hour looking for a memory leak and that was painful enough.
I spent the day making a new prop system for trees and other things but ended up having to scrap the system and revert back to earlier code. Some days are like that I guess.
#gamedev #indiedev #indiegame
I will be doing a playtest on my discord at some point. It will be a month or so away yet though
Hope you enjoyed
Not yet. This is so far my main posting location
Caves are now working in my open world roguelite
#gamedev #indiedev #indiegame
Ok I'm eventually happy with my map system.
#gamedev #indiedev #indiegame
working on lakes in my open world roguelite.
#indiegame #gamedev #indiedev
Went for a walk in my open world roguelite. This is the map screen with some aggressive fog of war XD
#gamedev #indiedev #indiegame