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  • Writer: Toby the Cat
    Toby the Cat
  • May 12, 2024

Time: 19:47


Added, what I think is at least, a rather cool water wave effect to the edges of the land. Think it give the "sea" a bit more realism. Been playing with layers a bit more and trying to give the world that little bit more 2.5D effect. Started rework on the outside town area, made some changes to the enemy spawner so that once it has spawned so many enemies it will become inactive and the "magic crystal" that can be seen below the grate goes out. Thinking about adding in some kind of teleport effect when enemies are spawned this way. Still need to make a little tweak to the way spawned enemies are counted so I can mix better pre placed and random spawned enemies on the same level. Not going to lie been a little slow going recently, been putting allot of thought into some other stuff recently.




  • Writer: Toby the Cat
    Toby the Cat
  • May 10, 2024

Time: 20:21


Well back to it after a short break, coding wise made a small update to items thats drop so they have a little bounce effect. Just makes them a bit more dynamic when they pop out of items.



Also added the fragment system to the hidden walls to give them a bit more life to them when they are destroyed as well.



The original plan was to move are onto the cave systems after this, but as you may have noticed the world has had a bit of a revamp. The two houses now lead to separate rooms. The quest giver is in one and the second will be a shop shortly. I've added an extra layer that the player can now go under to give the world a bit more depth. Need to work on a few off the effects again like the waterfall which I've extended. Want some watery effects as well. Pretty happy how the houses look. At some point going to return and make a house with a roof that becomes see through when you enter as well. The bridge currently uses the same sprite as the house floor but actually suits the purpose. I might add some kind of effect so it looks like its logs tied together or change the colour of the house version. See how I feel.



  • Writer: Toby the Cat
    Toby the Cat
  • May 5, 2024

Time: 20:30


So a little sneak behind how the game world is built. First is the basic tile map I use. Basically like paint by numbers only as opposed to a colour a tile is used instead. These than fit together to give you the background and can be very cheaply repeated as opposed to using one massive picture which would take up allot more memory.



I still keep coming back to this and trying to improve the detail, the good thing is with tiles any change to a tile automatically affects wherever it's placed.

Time: 20:30


The next thing to look at is the actual finished room itself. Now the world is just a flat image that can be walked over, in order to make certain areas that the player can and cannot pass through is where you need a "collision map". If you look currently there are 3 distinct areas I have created. Red areas are solid walls the player can't walk over them, and more important things like arrows and the hook shot also can't get through. Green area's have the same effect on the player, in that they can't pass them, the main difference is objects like arrows and the grapple hook can still pass over them, so think of these like a hole in the floor. The final area are the blue ones, initially these just slowed the player down, now they're like shallow water that put the player into a swimming state, where they move slower and can't use attacks or items.




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