(via https://www.youtube.com/watch?v=wgKJMsJ-6XU)

izzy's playlists!

Origami Around
todays bird
Sweet Seals For You, Always
AnasAbdin
Peter Solarz

blake kathryn
2025 on Tumblr: Trends That Defined the Year
I'd rather be in outer space 🛸
Not today Justin
Aqua Utopia|海の底で記憶を紡ぐ
Cosimo Galluzzi
styofa doing anything
ojovivo
Sade Olutola

Kaledo Art

if i look back, i am lost

tannertan36

Kiana Khansmith
taylor price

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@yemto
(via https://www.youtube.com/watch?v=wgKJMsJ-6XU)
nsfw chilly’s ->
Gold finds herself in this situation after getting kidnapped by some people that had decided to make her a no-show in the running contest. But Gold manage to get her legs free, and are now running to get help, hopefully before the contest takes place.
This is the first "video" I do about my game, showing off its selection function. The number that shows up when I select or deselect tiles will stay in the full game, since it helps people that want certain size when they make rooms, tunnels, and things like that. Left click: Select tile. Hold left button + drag: Select tiles. Right click: Deselect tile. Hold right button + drag: Deselect tiles. Double right click: Deselect everything.
So I took a break from my game development, and when I came back I decided to an overhaul to the code that detect which tile the player clicks on. The old code took around 3 ms, and with this new system it takes around 0.2 ms. It isn't as precise, but it's much faster, and much more reliable.
I have been working on the AI in my game, I want it to be easy to mod, so I have; getAI, setAI(), and trySetAi(). on the image I have an example on a bunny that will get hungry, and then go around and hunt carrots.
When adding a AI module it most be given a name so others can easily; add, replace, or remove modules. I have no doubts that I will replace this method later, or make changes to it. But this is what I have for now.
The Art of Organization…
"The Art of Clean UP": El arts de ordenar
Imagine how good this would feel for an ocd person, for real, this is cool
this actually made me really happy
not necessarily ocd. Humans just like order yknow
Defiitely agreeing with the ocd comment. because not every human needs order to these extremity. I surely don’t. Do I find it cool yes. Would I get pissed as shit if i had to park my car by color? oh….the establishment with said parking lot would never hear the end of it.
I think one car should have been moved down the the yellow parking spots.
Plugin...
So I have been mostly working on the plugins in my game, and it going well so far. I have talked to a few friends about the game, and it's support for plugins, and decided that the UI, and multiplayer, will not be hard-coded into the game. Instead they will be open source plugins. The reason for this is because I have really no experience making multiplayer, I can do it. But not that well. By making it a plugin others can modify it, or rewrite it... if I ever get this game done.
Support of mods
I manage to made my game compatible with mods. I know it's maybe a bit ambitious to add in mod support in pre-alpha. But I better do it earlier than later.
Okay, so I have been working on my own game, and it going good so far. But I'm getting to the point where I need to make the graphics, which I'm terrible at, and was wondering if any one that watches me can help. The game is about building and expand a village. At first the player is just going to start with a overfilled inn, to make it not so overfilled some houses needs to be constructed, and then a storage house, since the inn can't store all the building materials. From there it's just to explore, and expand. The game is going take place in a medieval fantasy world, and no. It's not going to be a MLP game. But It's going to support modding, and texture packs.
The UI isn't a massive concern yet, but it needs to fit the screen 1920x1080. The tiles, and objects are more immediate concern, I'm going use 128x64px to represent 1 meter, of course buildings, trees, and other objects can be bigger than that.
One tile:
So what do I offer in return? for now, I can't offer anything other than a thanks, and put the ones that help me permanently on the credit screen. Even if I replace the texture they made later.
Another performance increase.
I manage to increase the performance even more. Now the game runs around 1200 fps, instead of 457 fps.
62% performance increase
I got around 62% performance increase after just changing 4 lines of code. First I got 287 fps, now I get 457 fps, and It's all thanks to a post on stackoverflow.com my code was very similar, so it wasn't much more than adding .createCompatibleImage()
I have began to make the house building in the game.
Green = optimal build space.
Yellow = suboptimal build space, some work need to be done to make it optimal.
Red = Unbuildable space.
This is what I have spent about three days on. multithreading isn't easy. But as you can see it have it's advantages. Also I think I need to fix a bug with the task generation, since it generates way to many tasks right now. Why Res and Size is different is because I had the window maximized, so the frame is stretched, but when I take a screenshot it uses the original size.
Fps = Frames per seconds, (like someone didn't know that).
Ups = Update per seconds, it's basically ticks.
Tps = Tasks per seconds, It's what the game have to do when something needs to be changed, added, removed, updated, and so on.
Time = Is the time it took to complete all those Tps.
Stuck on one feature
I have spent the whole week trying to get one feature in the game working. Rotation of the screen, So far I only manage to get it partly working. But I need to make progress with the game it self, so I'm going to leave that feature until later.
So today I cleaned up some code, and added multi-screen support, or rather multi-window support. The game keep track of the amount of windows it have open, when the are none the game turns itself off.
Finally...
I finally nailed the path finding. it chooses the correct way, it doesn't walk in zigzags, and it don't walk in to dead ends. Phew, now on with the RPG elements. First on the list is inventory system.
I couldn't help it, I just changed some height values, and I think it looks much better now. Also random apple. I have begin to add items in the game.
As you can see I have implemented the A* Algorithm (path finding) into the game. This is some screenshots from a early test, The blue thing you see is a missing texture, I have so far no textures for NPCs yet.
You may notice that the NPC isn't always taking the shortest path. That's because of the terrain score, It's in every tile. Shallow water have a high terrain score, and roads have a low terrain score, and it's based on that which path the NPC takes
and again, I need to give credit to spasquini from deviantART since it's his tiles I use, they can be found here http://fav.me/d4jnp2i