I just made a new Fault update! I optimized the rendering, created a bitmap font renderer, made a new save system and a simple GUI! This is the first full official "alpha" release :)
https://t.co/5idldY13A6
#gamedev#indiegame#IndieGameDev#haxe
***GIVEAWAY*** The first 3 people to comment "lemon" will get a free copy of the bundle!
You must have a windows computer to enter this competition! Good luck!
#haxe#giveaway#indiegame#gamedev
"Collector's Bundle" is out now!
https://t.co/ybbATjGeqn
11 Flash games, faithfully preserved, and a launcher that tracks all 100 achievements!
#IndieDev#Haxe#ScreenshotSaturday
"Collector's Bundle" is out now!
https://t.co/ybbATjGeqn
11 Flash games, faithfully preserved, and a launcher that tracks all 100 achievements!
#IndieDev#Haxe#ScreenshotSaturday
Well the day is here - Flash is gone.
And so ends the almost 10-year long era of Mine Blocks "Classic".
<3
But hey I'm excited for what will come from Mine Blocks Beta! I'm thankful I can continue to make free browser games beyond Flash.
You ready for beta?
You beta be ready!
@OrigamiDStudio @ingare_rev Yes entirely seed based! You can TP to a far value and everything is seamless as well. And to answer your question from earlier it's just a 2D array there are no negative values. I store the chunk x, y position in the chunk class
@OrigamiDStudio @ingare_rev Ah right my bad, my chunks have a 2D array of tiles. And I have a 2D array of chunks where I just shift the chunks over when I move, and regenerate the old "unloaded" chunk :)
@OrigamiDStudio @ingare_rev I haven't implemented it yet but I'll store 8x8 chunks as a char array. Each char will represent 1 tile :). I'm worried about performance though hopefully it won't be too slow D:
Fault 0.0.3a demo is out. You can now place blocks, save and load worlds :) https://t.co/HIl5mkYTwZ
The next release MAY take a bit longer, I will iron out some gameplay stuff for the first official release.
#fault#faultgame#gamedev#indie#indiedev#haxe