A Foresty Game

Fayabella

  • Posts: 191
I don't have the pro version so for now I'll use Flash, but in the future I probably will switch.

Except, does  desktop support blend modes? The lighting system relies on them, I believe.

Luyren

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  • Posts: 1687
I don't have the pro version so for now I'll use Flash, but in the future I probably will switch.

Except, does  desktop support blend modes? The lighting system relies on them, I believe.
As far as I know it does. All the behaviors I sent you were tested on desktop (windows). You can also already test your game on desktop without a Stencyl pro/indie subscription, you just can't publish for those platforms.
Working.

Fayabella

  • Posts: 191
Oh, cool. Then yes, I'll switch eventually. Plus, desktop supports shaders, which can be pretty useful in some cases.

Fayabella

  • Posts: 191
Alright, I'm back on my computer. It's been a while but I should be getting some progress done soon.


Fayabella

  • Posts: 191
I've released v2.0.0!

Huge thanks to Luyren who supplied the main behaviours for the UI and crafting system, and helping me get it set up and working.

It's 2.0.0 instead of 1.5.0 because it is much bigger than the other updates.
You can play it here: http://www.stencyl.com/game/play/39890
Here are the changes:
Quote
2.0.0: May 15 2019
-Added new level generation screen.

-Added a UI. You can access/rearrange your inventory, craft, and generate a new level from it. Hit 'E' to open it, and within it, Z and X to select and cancel.

-Added crafting. You can now craft a variety of items, from tools to workstations.

-Added tools. You now need the right tool to do something. You can upgrade tools. So far there are basic, stone, and copper tools.

-Added 2 more inventory slots.

-Added Mines. Shift-click them to mine down one level. Some patches have more of a certain ore than others!

-Added the Forge. You can craft bars from ores with this.

-You now only have a range of 4 tiles.

-Plentiful bug fixes

-Also probably added some bugs

-You now scroll your inventory with up/down arrow keys, and you cycle tools (separate from inventory) with left/right.

-Stones now give you copper instead of iron, iron is now the 2nd tier metal, found only in deeper levels of mines.

-Added the hoe, with which you can till dirt. Tilling serves no purpose as of yet (but farming shall come).

-You can now click and hold to continuously mine something.

-More small features that I'm sure I forgot to mention.
The Anvil does nothing yet, but is craftable, even if it would take quite some time to get it with only basic mines. Anyways, the game begins to take form! Still no title or player sprite, unfortunately. I may also still have to do some balancing.

And please, feel free to leave suggestions and/or bug reports! I like feedback.

Fayabella

  • Posts: 191
Also, if anyone has a better idea for the default control scheme, let me know! What I have is temporary, and I don't know what would be better. I know it's kind of a pain to have to go and move your hand from the mouse to the arrow keys and back.

Anyways, I'm gonna see what I can do about adding farming. Maybe I'll start by adding a random tick counter to the game.

« Last Edit: May 22, 2019, 07:30:01 pm by Fayabella »

Fayabella

  • Posts: 191
I got the random tick counter to work. Now grass regrows. Grass will not grow if there is less than 5% of the map that is dirt, unless it is surrounded by three or more tiles. Dirt has a higher chance of growing back if it is surrounded by more grass.

Only problem is that the grass growing is a little laggy (drops the fps to 40 for about a second) so I'll have to optimize it.

Fayabella

  • Posts: 191
My game has no sound yet- that's for a few reasons.

One, I'd rather have all of the features before I add sound, so I don't have to worry about sound as well as textures and code when adding new items.

Two, I don't know where to find sounds other than freesound.org, and that only sometimes has the sounds I need. I don't want some of my game to have sound and some not, it would contrast a bit.

Finally, Stencyl has a maximum size limit for uploading games, and sounds take up a lot of space. When my game is good enough to upload elsewhere, I'll add sounds.

Sounds would definitely improve the game, but for now, I shall keep it silent.

In other news, I made it so that each item has to be destroyed with a specific tool. Well, some of them. For example, Workbench requires an Axe, while Forge requires a Pickaxe. Some things, like Torches, can be destroyed with anything.
I'm getting some really weird errors with this but it works.

Also, in the previous update, I forgot to mention that destroyed items now move back to your inventory.   

Fayabella

  • Posts: 191
I tried making a player sprite. I made idle animations for each direction, but I'm not satisfied with it at all. It just looks wrong.

Ah well, I've never been able to draw people, even if it ain't pixel art.
I might come back to this later.

Fayabella

  • Posts: 191

I made clovers! Once I get their generation down, I'll be able to add all sorts of plants!

and then you can collect random seeds from wild grass and farm and also cook things!
Well, eventually. That'll probably be in the next update.

*nomch*

Fayabella

  • Posts: 191
I've gotten part of the plant generation down:

This is a map of a generated level. What is in red are the areas that are suitable for plants to spawn- no trees, dirt, or water in the way. There's rocks, but I'll make it so rocks can't spawn where plants are. This isn't actually going to be shown on the minimap; I'm just using it for debug purposes. Each red pixel's coordinates are stored in a list. When I get to actually spawning plants, I'll choose random values from the list and generate patches around there.

Also, if you look to the right of the red in the top-left, you'll see a white dot- that's the player! I made a player tracker; the white pixel moves to wherever the player is in the level on the map.

Fayabella

  • Posts: 191

Got the cloverpatches done! Now I just need to draw/find sprites for some wildgrass, and do the same. I also edited some of the values for the world's generation, so there may be less trees and dirt.


Random, unrelated question: Is it better for me to update this thread with small things frequently or only for large things every once in a while?


« Last Edit: June 23, 2019, 04:03:58 pm by Fayabella »

Luyren

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  • Posts: 1687
Random, unrelated question: Is it better for me to update this thread with small things frequently or only for large things every once in a while?
I say update when you feel like it, regardless of the posts you get in response.
With that said, I like your prorgess so far. Keep it up!
Working.

Fayabella

  • Posts: 191
Thanks! I'll keep posting as usual, then.