also working on steering angles and a fast lookup table for degrees to vector conversions... it's really fun to plan these things with pen and paper.
#indiedev#gamedev#solodev#enginedev
@Pallarium I spent two days last week trying to figure out why every third or fourth entity created had its collisions working weirdly... turns out I had two parameters flipped in a function call
They're alive! The interesting thing is that every enemy is using the same behavior tree, as the tree itself is stateless. Calculations are made based in the entity id and the current node each entity is on.
#indiedev#gamedev#solodev#enginedev#csharp#dod
@gracgracker Absolutely! With commercial engines everywhere everything seems so misterious, but for most practical cases you can draft the algorithm with pen and paper.
Thabks for the follow!!
The blog is up!
For now there's only a short introductory post, but everything is working smoothly so in the following weeks there will be some deep dives.
https://t.co/deco9pPCax
#indiedev#enginedev#gamedev#devlog#blog
I'm working on a small engine in C# for 2D action games. Physics, collisions and frame dependant hitboxes are working (They don't update when they're closed so that's why you see some boxes not moving)
Assets are from @ansimuz!
#beatemup#csharp#enginedev#gamedev#indiedev
Here's what I came up with for the new look for the blog. Ignore the images and the old posts, they are just for testing, I abandoned Unity years ago. Now I just need to... write some posts. Feel free to comment on what you think! #blog#gamedev#css#ghost#selhosted#indiedev
I want to thank @GxGrainSon for reminding me that I had a blog with articles about gamedev in @unity3d and that some people found it useful!
It takes me a lot of time (and also you have to code the thing and make the code look presentable) but I want to get back to it.
@EvilProHack If you are using bones you could attach the hitboxes to them, but for a fighting game that would be awful. If you are using sprites you'll need to set them frame by frame.