Mana
Member
Yoo
Saturday update.
Well this one is really simple.
All I did this week was training the tree sprite when I got some time avaiable.
I assume I procastinated at the beginning of the week XD But I did't have much time since hm.. Wednesday.
I can't post images since I can't use the computer (I'm using the smarthphone).
Now i have a lot of work to do tomorrow until I can use him again.
That's it
See ya next saturday !
Saturday update.
Well this one is really simple.
All I did this week was training the tree sprite when I got some time avaiable.
I assume I procastinated at the beginning of the week XD But I did't have much time since hm.. Wednesday.
I can't post images since I can't use the computer (I'm using the smarthphone).
Now i have a lot of work to do tomorrow until I can use him again.
That's it
See ya next saturday !
Hello!
Saturday Update here.
This week I'm implementing the item drop.
When the player removes an item from the inventory it will drop on the ground instead of simply disappear, but I'm struggling with them dropping at a free position on the map, it's just getting wrong and I don' know why hehe.
With this item drop system, it's easy to collect items from the ground too, like tools, seed bags etc..
Also, the problem with the subpixel, as I saw in this post , should be supersampling so I'll stop worrying about it for now.
-I'm practing the tree! but it will take some time until it's acceptable =x
About implementing the new crops I'm rearranging the code so things will be more optimized.
not fancy this week but that's it, see ya next update!
Notes:
-I didn't implement the new room yet.
Saturday Update here.
This week I'm implementing the item drop.
When the player removes an item from the inventory it will drop on the ground instead of simply disappear, but I'm struggling with them dropping at a free position on the map, it's just getting wrong and I don' know why hehe.
With this item drop system, it's easy to collect items from the ground too, like tools, seed bags etc..
Also, the problem with the subpixel, as I saw in this post , should be supersampling so I'll stop worrying about it for now.
-I'm practing the tree! but it will take some time until it's acceptable =x
About implementing the new crops I'm rearranging the code so things will be more optimized.
for example:
When the player selected the turnip bag from the inventory a little seed bag appears above his head, and it should be destroyed when the seed bag is no longer selected, so to destroy it the code was just "if (objPlayer.currentItem!=turnipSeed) instance_destroy();" but if the game has 30 crops, I would need 30 checks? (per frame!). So I changed it to check if the player selected a different item since the bag was created, if the answer is yes than destroy the bag! I don't need those 30 checks anymore.
This was just one example but these optimizations need to be done in several parts of the code, so it will took some time.
My solution may not even be a good one but I see myself as a beginner programmer XD
When the player selected the turnip bag from the inventory a little seed bag appears above his head, and it should be destroyed when the seed bag is no longer selected, so to destroy it the code was just "if (objPlayer.currentItem!=turnipSeed) instance_destroy();" but if the game has 30 crops, I would need 30 checks? (per frame!). So I changed it to check if the player selected a different item since the bag was created, if the answer is yes than destroy the bag! I don't need those 30 checks anymore.
This was just one example but these optimizations need to be done in several parts of the code, so it will took some time.
My solution may not even be a good one but I see myself as a beginner programmer XD
Notes:
-I didn't implement the new room yet.
Hi!
Here goes another Saturday update. o/
I've changed the player's room.
OLD / NEW
The bed table isn't finished and I don't know what to do with the bookcase for now.
But the room still lacks something.. more detail? I dunno.
Some things like a fireplace, a window and a carpet should be cool too.
I used the place_free function at the player's movement code, so he "responds" better while colliding with something. But that is as far as I could go towards improving the movement.
weeel that's it
thks for reading it
See ya next saturday!
ps: I should get a drawing tablet as a gift this week, maybe I'll draw faster or something like it? dunno, but I'm anxious o.o
ps2: while editing the first post I noticed that I can't have more than 10 images in a single post, so... I always wanted to create a blog or something to post the update here and there, but I'll have to create one this week so I can maintain the olds updates =3
Here goes another Saturday update. o/
I've changed the player's room.
OLD / NEW
The bed table isn't finished and I don't know what to do with the bookcase for now.
But the room still lacks something.. more detail? I dunno.
Some things like a fireplace, a window and a carpet should be cool too.
I was trying to do a soft and warm color so I was using some kind of soft red.
The result : everything was pink. XD
Just one of the things that happens while I'm trying to do pastel colors.
I have 0 artistic formation so anything related to art is complicated to me @.@
But learn it is fun
The result : everything was pink. XD
Just one of the things that happens while I'm trying to do pastel colors.
I have 0 artistic formation so anything related to art is complicated to me @.@
But learn it is fun
I used the place_free function at the player's movement code, so he "responds" better while colliding with something. But that is as far as I could go towards improving the movement.
I was using the "Buttery smooth tech tips: movements" tutorial from yoyogames's blog:
https://www.yoyogames.com/blog/432/buttery-smooth-tech-tips-movement
the character is kind of "slick and slippery" but I couldn't solve the problem of the player moving faster in the diagonals or tie the movement to time instead of framerate, because if I do that the player ends up moving fractions of pixels.
My default movement speed is 1 pixel per frame, but if I use some of those codes the player will move something like 0.85 or 1.15 pixels. Now I have the "subpixel movement" problem =x
He walking kind of looks like he is lagging =/
Maybe I can solve it using supersampling? dunno..
https://www.yoyogames.com/blog/432/buttery-smooth-tech-tips-movement
the character is kind of "slick and slippery" but I couldn't solve the problem of the player moving faster in the diagonals or tie the movement to time instead of framerate, because if I do that the player ends up moving fractions of pixels.
My default movement speed is 1 pixel per frame, but if I use some of those codes the player will move something like 0.85 or 1.15 pixels. Now I have the "subpixel movement" problem =x
He walking kind of looks like he is lagging =/
Maybe I can solve it using supersampling? dunno..
weeel that's it
thks for reading it
See ya next saturday!
ps: I should get a drawing tablet as a gift this week, maybe I'll draw faster or something like it? dunno, but I'm anxious o.o
ps2: while editing the first post I noticed that I can't have more than 10 images in a single post, so... I always wanted to create a blog or something to post the update here and there, but I'll have to create one this week so I can maintain the olds updates =3
Yoo o/
Welcome to a new Saturday update!
New house model !
The old, the new at the beginning of the week (washed out=x ), and the new version.
Also, new crops! (almost)
Beet, potato, carrot and the new turnip.
Beets aren't supposed to be this color but it's still.. under development @.@
(Also there are two seeds bags of each type because I'm still choosing the size..)
and I've made the inventory be capable of swapping the item's slot(and reduced the slots size)
But there is a bug within the auto arrange feature, meh
I have no clue about how to apply texture and anti-aliasing..
But these are things I'll get someday (=
and that's it!
Thank you for reading it and see you next Saturday
Welcome to a new Saturday update!
New house model !
The old, the new at the beginning of the week (washed out=x ), and the new version.
Also, new crops! (almost)
Beet, potato, carrot and the new turnip.
Beets aren't supposed to be this color but it's still.. under development @.@
(Also there are two seeds bags of each type because I'm still choosing the size..)
and I've made the inventory be capable of swapping the item's slot(and reduced the slots size)
But there is a bug within the auto arrange feature, meh
I have no clue about how to apply texture and anti-aliasing..
But these are things I'll get someday (=
I don't know if I said it before but I'm always expecting to change everything as my pixel art/code skill improve. So probably none of the graphics up until now will stay in the final version...(lol) So even the new house will be changed (again) when I learn how to convey texture (and again when I learn how to convey texture better XD).
and for the future! :
I will implement the new crops, change the house's interior and fix the inventory's bugs.
Change the holes created by the hoe, since I think automap like GMS automatic tiles feature would be cool (confusing? probably, but you'll see it soon =p) so the holes won't look like a grid.
I'll make a sell/buy feature so buying seeds and selling crops can be some fun.
Change the character and its animation (mostly the run animation, those "stand still" frames could be used to make the movement more fluid), and the movement's code.
Then I may add the trees!
So everything will look nicer, there is too much empty space now.
That's it!
To me, It's fun to look back and see that the game is improving what it already has and that I'm adding new features over time.
It's a developer diary where I can see the progress. It helps me get motivated =)
And thank you so much for your time here and comments, rly.
I'm really happy to see that there are people interacting with what I'm creating.
Also tuesday is my birthday! (26yrs) So wish me chocolates =o
(I want to be more productive @.@, anyone here struggling to be more productive too??)
and for the future! :
I will implement the new crops, change the house's interior and fix the inventory's bugs.
Change the holes created by the hoe, since I think automap like GMS automatic tiles feature would be cool (confusing? probably, but you'll see it soon =p) so the holes won't look like a grid.
I'll make a sell/buy feature so buying seeds and selling crops can be some fun.
Change the character and its animation (mostly the run animation, those "stand still" frames could be used to make the movement more fluid), and the movement's code.
Then I may add the trees!
So everything will look nicer, there is too much empty space now.
That's it!
To me, It's fun to look back and see that the game is improving what it already has and that I'm adding new features over time.
It's a developer diary where I can see the progress. It helps me get motivated =)
And thank you so much for your time here and comments, rly.
I'm really happy to see that there are people interacting with what I'm creating.
Also tuesday is my birthday! (26yrs) So wish me chocolates =o
(I want to be more productive @.@, anyone here struggling to be more productive too??)
and that's it!
Thank you for reading it and see you next Saturday
Hi
Saturday update!
This week all I did was the implementation of the inventory
The problem was the bugs that happen with the previous code
And the removal of the previous clunky inventory system.
Everything was bugged...
If I selected the item in the inventory screen the character performed an action (since LMB was pressed).
The player running animation started when the inventory windows was up.
The tools animations weren't working properly
etc etc
But everything is fine now and I fixed a previous bug too
Now with the inventory:
The player can select items via inventory window or hotkey.
Remove item via mouse right button (just erase, don't drop it yet).
Use an auto arrange feature to eliminate empty space between items.
Remove items if the amount of item =0 while used.
I solved the collision problem when he tried to break the stone.
But the player still collides with the stone while the break animation is running.
I'll solve it once I stop using the default collision system for the player's movement.
Implemented a zoom in/out feature.(It'll help me define the best resolution)
That small "gag" when zooming in probably is because of the horizontal/vertical border distance, used to know when the camera should follows the player. I used them to create a small dead zone near the center of the screen (well.. that's their use after all =p).
Is it fine if the icon's increase too? dunno @.@
I still want to add:
-be able to drag and drop items between slots.
-drop items (create the instance)in the ground.
-draw more than one line of slots in the inventory window.
So the inventory will be rly cool =)
ps: it's.. bad etiquette or something when I post the videos/posts I thought were most useful? I do it because since everyone here is developing something I think it can be really useful to them too. @.@
And I rly don't want to pass the impression I'm a sneaky dude trying to promote other dudes.
Saturday update!
This week all I did was the implementation of the inventory
The problem was the bugs that happen with the previous code
And the removal of the previous clunky inventory system.
Everything was bugged...
If I selected the item in the inventory screen the character performed an action (since LMB was pressed).
The player running animation started when the inventory windows was up.
The tools animations weren't working properly
etc etc
But everything is fine now and I fixed a previous bug too
Now with the inventory:
The player can select items via inventory window or hotkey.
Remove item via mouse right button (just erase, don't drop it yet).
Use an auto arrange feature to eliminate empty space between items.
Remove items if the amount of item =0 while used.
I solved the collision problem when he tried to break the stone.
But the player still collides with the stone while the break animation is running.
I'll solve it once I stop using the default collision system for the player's movement.
Implemented a zoom in/out feature.(It'll help me define the best resolution)
That small "gag" when zooming in probably is because of the horizontal/vertical border distance, used to know when the camera should follows the player. I used them to create a small dead zone near the center of the screen (well.. that's their use after all =p).
Is it fine if the icon's increase too? dunno @.@
I still want to add:
-be able to drag and drop items between slots.
-drop items (create the instance)in the ground.
-draw more than one line of slots in the inventory window.
So the inventory will be rly cool =)
ps: it's.. bad etiquette or something when I post the videos/posts I thought were most useful? I do it because since everyone here is developing something I think it can be really useful to them too. @.@
And I rly don't want to pass the impression I'm a sneaky dude trying to promote other dudes.
Yoo o/
Saturday Update
I had a busy week so I couldn't develop much =/
But I did something.
This week I was working in the inventory system. I watched the youtube videos from Shaun Spalding and tried to understand the code, and now I'm adding my own things.
I'm working in a way to arrange the inventory so the player won't have empty spaces between items, and stack the items (I just found that there is a video on youtube about it lol).
So that is it, just code.
It was just a small thing, but I will always update something at Saturday =) ( I won't only if I change the update's day or something happens like dead pc or internet).
With an inventory things start to get better since I can add a buy/sell feature.
See ya
Saturday Update
I had a busy week so I couldn't develop much =/
But I did something.
This week I was working in the inventory system. I watched the youtube videos from Shaun Spalding and tried to understand the code, and now I'm adding my own things.
So that is it, just code.
It was just a small thing, but I will always update something at Saturday =) ( I won't only if I change the update's day or something happens like dead pc or internet).
With an inventory things start to get better since I can add a buy/sell feature.
See ya
Hello.
Welcome to a new Saturday Update!
-During this week I've practiced the transition between soil and grass. I've changed it for now and add some small chunks of leaves.
-Redraw the provisory watering can sprite
-Since it was too much of a noisance to figure out which tool I was holding I've added a display at the bottom right corner to show the current item. But it's bouncing a little when the player moves.
-Changed the collision code a little. I'm using "collision_point()" instead of "place_meeting()" to take the instance id I need to interact when doing things like destroying rocks or watering the holes. The player's collision mask was making the detection area too big so for example on screen the player didn't look like he hit the rock but it would break anyway. Not just because of the aesthetics but the gameplay was a like clunky because of that, now it's better. But now it's not detecting when he is too close verticaly to the rock =x It should be easy to solve (the rock should be bigger anyway XD).
-I've tried a water animation but it's bugged for now.
My code is a mess, too many arguments inside objPlayer. But I'm starting to organize it (just a little hehe).
Thaats it for today
See ya next Saturday
Welcome to a new Saturday Update!
-During this week I've practiced the transition between soil and grass. I've changed it for now and add some small chunks of leaves.
-Redraw the provisory watering can sprite
-Since it was too much of a noisance to figure out which tool I was holding I've added a display at the bottom right corner to show the current item. But it's bouncing a little when the player moves.
-Changed the collision code a little. I'm using "collision_point()" instead of "place_meeting()" to take the instance id I need to interact when doing things like destroying rocks or watering the holes. The player's collision mask was making the detection area too big so for example on screen the player didn't look like he hit the rock but it would break anyway. Not just because of the aesthetics but the gameplay was a like clunky because of that, now it's better. But now it's not detecting when he is too close verticaly to the rock =x It should be easy to solve (the rock should be bigger anyway XD).
-I've tried a water animation but it's bugged for now.
My code is a mess, too many arguments inside objPlayer. But I'm starting to organize it (just a little hehe).
Thaats it for today
See ya next Saturday
Yoo
Saturday update here o/
-I've changed the shadows color to purple since black makes it looks like washed (thanks pixel art tutorials).
-Some character sprite changes. Legs are closer and the shoe is just a little bigger.
-Add just some small flower decoration to see how it looks like (I don't know if I like it though).
-The player now holds the seed bag but it's a little bugged (mainly in vertical directions).
-Now the player can take the crop! and it increases an inventory variable so it's the veeery beginning of an inventory system.
-Add breakable stone and pickaxe (4 directions sprites, not like some watering animations @.@).
-Add a rough day cycle. Now the hour pass and when it reaches 5:00 automatically starts a new day. No lightning changes, house respawn or whatever just the crop growing if wet and redry the holes.
-The player can start a new day if he interacts with the bed (or press the" T" key anywhere ha).
That's it for today
See ya next Saturday =D
sp: I'll search some better way to create the gifs '-'
Saturday update here o/
-I've changed the shadows color to purple since black makes it looks like washed (thanks pixel art tutorials).
-Some character sprite changes. Legs are closer and the shoe is just a little bigger.
-Add just some small flower decoration to see how it looks like (I don't know if I like it though).
-The player now holds the seed bag but it's a little bugged (mainly in vertical directions).
-Now the player can take the crop! and it increases an inventory variable so it's the veeery beginning of an inventory system.
-Add breakable stone and pickaxe (4 directions sprites, not like some watering animations @.@).
-Add a rough day cycle. Now the hour pass and when it reaches 5:00 automatically starts a new day. No lightning changes, house respawn or whatever just the crop growing if wet and redry the holes.
-The player can start a new day if he interacts with the bed (or press the" T" key anywhere ha).
That's it for today
See ya next Saturday =D
sp: I'll search some better way to create the gifs '-'
Helloo
Welcome to the first Saturday update =D
-So far I've changed the grass and soil pallet to look lighter
-I've changed the "hole" sprite too (where you put the seed), added a small shadow around the house so it fits better in the environment
-I've used the player-watering-sprite and watering-can-sprite that I created last week (didn't add it before because the the watering system was buggy, it took me more than 5 hours playing with the code to figure out what was wrong .-. show_debug_message is my friend now)
-So, now the player can water the seed and it grows (only if it was wet) as the days go by (a.k.a. keyboard "T" key lol).
But so far the player can't actually take the crop, I've just changed the sprite (sub-image actually) and added the check conditions.
And the player can just use the watering can while looking at the left ("haha u lazy dev :3")
I'm also working in a new grass-soil transition, but it's a mess right now =x
The player still can dig a hole anywhere (except inside the house).
That's it for today
I have many things noted for next Saturday
See you guys there ^^
ps: I plan to use the "spoil" to make something like an archiver for the olds updates, is there a problem with the forum rules if I do that?
Welcome to the first Saturday update =D
-So far I've changed the grass and soil pallet to look lighter
-I've changed the "hole" sprite too (where you put the seed), added a small shadow around the house so it fits better in the environment
-I've used the player-watering-sprite and watering-can-sprite that I created last week (didn't add it before because the the watering system was buggy, it took me more than 5 hours playing with the code to figure out what was wrong .-. show_debug_message is my friend now)
-So, now the player can water the seed and it grows (only if it was wet) as the days go by (a.k.a. keyboard "T" key lol).
But so far the player can't actually take the crop, I've just changed the sprite (sub-image actually) and added the check conditions.
And the player can just use the watering can while looking at the left ("haha u lazy dev :3")
I'm also working in a new grass-soil transition, but it's a mess right now =x
The player still can dig a hole anywhere (except inside the house).
That's it for today
I have many things noted for next Saturday
See you guys there ^^
ps: I plan to use the "spoil" to make something like an archiver for the olds updates, is there a problem with the forum rules if I do that?
Hi ^^
I started the development of my first game 2 months ago but it evolved slow paced due to some problems and procastination =x
It'll be a farm simulator like harvest moon and stardew valley, since I really love the genre.
But it doesn't even have a name yet!
I'm here to start some kind of developer update weekly (every saturday).
Since the compromise with the developer update will help me focus and interact with the community looks like really fun (=
Now I'm learning everything like pixelart, code an game design
(Don't worry my english will improve too XD).
I've created some sprites, animations and some house furniture, although the character can't interact with it yet.
The player can dig holes in grid arrange in the soil and place the seed at them, but he can dig holes in the grass too (I'll fix it soon).
I'll post an update this saturday.
See ya o/
I started the development of my first game 2 months ago but it evolved slow paced due to some problems and procastination =x
It'll be a farm simulator like harvest moon and stardew valley, since I really love the genre.
But it doesn't even have a name yet!
I'm here to start some kind of developer update weekly (every saturday).
Since the compromise with the developer update will help me focus and interact with the community looks like really fun (=
Now I'm learning everything like pixelart, code an game design
(Don't worry my english will improve too XD).
I've created some sprites, animations and some house furniture, although the character can't interact with it yet.
The player can dig holes in grid arrange in the soil and place the seed at them, but he can dig holes in the grass too (I'll fix it soon).
"Need to replace this gif"
I'll post an update this saturday.
See ya o/
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