looking up and loaf mode. π±π
looking up and loaf mode. π±π
whiskers picked up a power star. π±π
got basic room switching working. the plan is to store only a bump map for each room and decorate on load that so the world can be quite big.
finally got some time again⦠and procrastinating on the hard stuff, so adding different weather effects.
you almost don't see it's part of the cat's face falling from the sky. π
more randomness to the particles. different directions and floatiness.
to save sprite slots I think I'll use about 4 particles with different fixed behaviours. like the ghosts in Pac-Man that look more random and complex than they really are.
I think I got a decent balance going. there are only 4 particles. 1 moves right, the other 3 move diagonally, 2 of which downward.
also the weather resets when moving from room to room.
next: proper tiles and and some fade in/out effects. :)
you can't have atmosphere in a game without these particles apparently. whatever they may be is a mystery. π§
improved the block decorations a little. now different sides get treated differently.
next I want to throw some randomness into the mix and seed the RNG with the room number so it will always look the same. π§±
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some more special cases solved. edge/corner decorations now won't happen at the edges of the screen.
platform blocks are 16x16, but decorations get decided in 8x8 sections. I like how this creates unintentionally smooth patterns without even adding randomness or extra tile variations yet. :)
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ok, that was a huge pain.π
collisions now work! in the left/right direction only. I'm sure there are endless bugs with it, but I'm so glad I got something functional.
now at least I have a mental model of the logic to build on it further. :)
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