My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration.
->
Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)
UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same.
terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime.Q, E and arrow keys.
idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))
char * strings. Solved it by concatenating them as std::string and turning them back to char * with .c_str().
.obj file
I’ve played around with user interaction (both mouse and keyboard), locking and unlocking cursor, resizeable window, etc. and decided I could already jump straight into 3D. Also, now the triangle pulses via sine waves 
Probably mess up with other shapes, then do lightning and shaders.
I’ve done this window (meant to be just a triangle, but the red triangle looked a lot like the flag of my state, Minas Gerais, so I kind of recreated it). The triangle changes the “rediness” when pressing “a” (goes to black) or “d” (goes to red).
Starting to learn (already explained at AI use declaration, but basically didn’t find some tutorial that seemed to switch to me, so using AI, without it writing code to me, + documentation for functions and library methods)
Finding an intelisense that works (still didn’t find, even after setting up GNU Global)
Learning more :) (I’d like to make a shader next, or 3D shape)
Finished Sector 5 Level 3 (S5L3) and did S5L4.
I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic.
Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time).
This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature.
Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.)
Finishing the level (S5L3) and doing lots of troll shenanigans.
(No, I’ll not face myself)
Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game).
Creative block for levels (already said it)
Being lazy (mostly because the creative block makes my brain want to avoid this project)
Lack of free time (It’s better now, but was kind of an issue for me)
More levels (at least Level 3 to 5, but I thought of doing more)
Maybe improving UX/UI (NOT A PROMISE)
More voicelines (absolutely needed)
Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!)
I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there).
You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc.
Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.
Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!
Bug patching and extension updating
Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)
Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!
Hello guys!
On the last days, I’ve been making this level (S4L2).
The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center.
Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!