Showing posts with label Frostydown's water collision 2. Show all posts
Showing posts with label Frostydown's water collision 2. Show all posts

Sunday, May 8, 2011

Time for a recap

(Development mode with cows and mines)
ALOT has been done this week I'll recap what we've done, from memory!

-New UI
-"Dev Mode"
-Mines WORK
-Cows animate
-Cows have collisions
-Cows wander around and graze
-Bunch of fixes

Upcoming this week:
-Tweaks to the explosions, and make the mines generate a particle
-UFO Beaming the cows down as they move towards the bacon/hat
-Cow death animation from exploding mines
-Maybe a turret that shoots projectiles
-Other various cleanups, like the cows to die if they hit off screen

If we finish this weeks tasks:
-Implement Demo gamemode
-Fix up that to have players and 1 turret and mines
-Hi-Score
-Other turrets and fixes
-Other enemies.

Then that's a DEMO out, and you guys can get your grubby little hands on it :).

Show your SUPPORT. Follow me on Twitter! let us know what GAME MODES you guys want to see!

I'll even make a SEMI MINECRAFT mode! you just have to LET US KNOW, and SHOW YOUR SUPPORT! Just click it so I know who's out there! :) Or even reply down below! 

We don't mind!

Sunday, May 1, 2011

Water pixel movement Idea!

Frostydown's water collision 2!

You have your tiles, 32x32 pixels. brown = ground, blue = water.

Just say the water that was placed on this block is 32 pixels. 

Have this tile *shrink* it's tile height as it loses water so, we place down the water tile then we check lef, right, down, not up because we don't want to go up. 

We could add a particle to show the direction it's moving, THEN the tile that gains 1 pixel extends 1 pixel and the original tile loses 1 so in this case because of the left and right spare space we lose 2 pixels.

It would recheck where a tile is and move down if it has no base! 

You then get it moving off the edge if there was a left and right and bottom tile we would stop falling!

And this is how you do pixel 'flowing' water. I don't think there's a better idea other than some cosmetic stuff.
Also you don't have to redraw the tile, only at it's destination, run a particle system to deal with this.