savvy wrote:your tiles look great
the tree thing, yeah, i thought of this when making mine.. certain blocks such as trees and craft tables, furnaces etc need to be a sort of, behind character block.. that makes life easier.. just remove collision with that animpos of block and make its zdepth lower
thanks
yeah i was thinking along those lines too, sounds like the smartest way to do it, although one variation i'd add would be to add a random to the trees that either increase or decrease the zdepth that way you will walk in front of some and behind some, reinforcing a sense of depth
but you'd need the entire tree to be linked so the depth effected the entire tree, although i just realized with the no collide option trees would be a little difficult to cut, because you'd only be able to chop within character range, and only solution to getting higher would be spawning solid blocks to climb, (if you've ever had issues getting to high branches in minecraft you'll know what i mean xD)
Camper1995 wrote:Wow wow wow, the crafting rocks!!
Great job!
These tiles looks quite nice : )
Maybe we will use them ; )
I had no time for making graphics today, I will do it tomorrow. Sorry but I had to finish some work for school. : o
Keep doing excellent job guys!!
+1 Jester : P (for crafting because its pretty simple and works perfectly)
thanks, but maybe? O: sorry if there is uncertaintity about using them i'm afraid i might not spend more time on them, i allocated time on them that i could've spent doing so many other things that need doing on my own projects. Individually pushing Pixels takes alot of time and effort. Btw i tried implementing them but couldn't get them to work, i replaced lines in your generation script, ie. Replaced all instances of multiples of 20 coords into 32, eg. 0,32 ; 32,32 ; 64,32 etc
But it didn't work, i checked around your layout and couldn't locate what other factors would effect it so i gave up.
Also a few other things i've thought of, dropping items/pickups the best looking way would to have a hovering animation, and effected by physics, like in minecraft, spawn at destroyed block position, or if dropped at player position with velocity and slight bounce, one thing would be you'd likely have to have to use a collision mask so the blocks would hover and animate, or they'd just have issues due to pixel collision.
Another thing you may want to implement much later is particle spawning on clicking of blocks ala minecraft, if it doesn't cause lag, having half a dozen randomly spawn with short life spans, probably -.1 alpha till destroyed and physics with slight bounce
btw good job so far guys, hope this project keeps its momentum
edit:oh btw you should really consider redoing your block damage using an alpha based animation that overlays on the blocks, that way you don't need to draw on each because you'll have alot of blocks to do it too, each one taking up vram, but then again that'd probably cause alot of frustration to implement so maybe just stick with what you've done
damn my post is long