Project Bolero Devlog 30
Testing gamepad input in the in-game prompt. Work Since Last Devlog Input More hacking away at the input system. I found some helpful joystick-related callbacks on the LÖVE wiki (scroll down to the Joystick section)…
Testing gamepad input in the in-game prompt. Work Since Last Devlog Input More hacking away at the input system. I found some helpful joystick-related callbacks on the LÖVE wiki (scroll down to the Joystick section)…
The new in-game overlay / console activated by the backtick key (`). Work Since Last Devlog Integrated those things I wrote in a test environment into the main codebase: Shut off writing logs to disk…
I have nothing visually interesting to show this weekend, so here is a picture of me debug-logging a virtual sound channel module that I’ve been working on. Work Since Last Devlog Fixed the viewport rendering…
More work on Tiled integration. Top: Tiled map editor, Bottom: In-game screenshot with debug drawing enabled to show geometry and spawn-points associated with the map. Work Since Last Devlog I went a little overboard this…
Working on sloped terrain. Work Since Last Devlog Added some ad hoc debug drawing functions which can be called from game ticks, and defer rendering until love.draw() runs. This is to highlight bounding boxes, print…
Testing some temporary / stand-in actor types, with easier-to-manage collision detection and movement code than what was in Hibernator. The purple guys actually fall down when not standing on solid terrain, unlike any non-player character…
Just hanging out behind a waterfall. Just standing and being cool, next to Building. Work Since Last Devlog Faux Amis (ZZT): Release 1.02 (Itch, Museum of ZZT). Fixed a few issues: Stop potential soft-lock just…
Part-way through re-adding and rewriting platformer movement and collision detection. Also, temporary stand-in trees. Work Since Last Devlog I learned enough Tkinter to load an image from a file selection dialog, display it within a…
Testing Multiple background layers with parallax scrolling, map wrap-around, and tile animations — all conveniently not conveyable with a still screenshot. Here’s a tweet with a video if you’re curious. Work Since Last Devlog Moved…
Nested widget bodies. The deepest body contains a formatted text widget, which is cropped to only appear within the boundaries of its parent. Also, screen tearing. Work Since Last Devlog So, the plan to make…