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10h 0m 19s logged

Unnamed Platformer - Devlog 15

Actually got a lot done over the last few days ig
 
What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee!

I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭

As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in.

Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic.

AI used, if any: None 🔥

Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles.

K bye guys

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