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  • 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.


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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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  • Writer: Toby the Cat
    Toby the Cat
  • May 4, 2024

Time: 12:30


Website version 1.0 finally up and running, all my blog posts have been moved over now and are ready for your reading pleasure. Still some bits I'd like to do with it but for now I'm happy how things are. As for game updates been playing around with little bits of sprite work, going to try and finish up things like the bomb explosion. However for todays first update I've made it now so that when you enter the water you enter into a swimming animation. While swimming you can't attack or use items.... and just a warning down try to enter the water while carrying a bomb!!


Time: 14:16


After allot of playing with the sprite I'm finally happy with how the explosion looks. Didn't want to go over complicated otherwise it would go against the general style of the game. Did come across a minor error in that I can no longer throw bombs into the deep water. but then not sure whether this is a good or bad thing. Going to try to get to the root of it anyway and see how I feel.


Time: 17:05


Made it no so if you try swimming while carrying an item you now throw it, a nice improvement but has introduced a new problem of items being stuck out of bounds.... might return to the original system or come up with some middle ground. On the bright side arrows now collide with solid objects. Nothing visible but if you try and use the "Use Item" key while holding another object it will now default to throwing that object. Personal annoyance was having to push the "Use Item" key to spawn a bomb the the "Activate/Roll" key to throw it. My next updates I planning to show off a bit more behind the scenes stuff.



 
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