This was supposed to be yesterday, but I ran out of time, so it's today.
It's going... fine. I have a basic script for a sword swing and a check that anything destroyable uses. The current goal is to have these destroyable boxes respawn when you reload the area. Unfortunately, it breaks after a bit...? I may need to add a universal variable that determines this stuff.
I literally just fixed a bug where clones of the destroyable object could not be destroyed. I'm not too good at this.
...For some reason, destroying the destroyable object fixes the code???
Oh I fixed it, but now it shows up when it shouldn't.
FINALLY! Okay, fixed it, implemented a universal loading variable.
I'm not releasing MK3 just yet, as I want to do a few more things.
If I get what I want to accomplish done today, I'll release devlog 4 with a link to the project.
Oh yeah, and Pixel made a collision fix remix of MK2 before it was complete, so here are all the current versions.
MK1
MK2 (Pixel version w/ collision fix)
MK2
I really like how well this seems to be going for you! I’m excited to see how the final version turns out.
(Also please call me Pixel for short)
I'm making a tile that forces you to move, and it's the first animation in the game.
I finished it hours ago, but the clones refuse to work
Moving on to a tile that kills you. It's also animated. I've scrapped temporarily scrapped the idea for cloning these unique tiles.
After this, a tile that heals you, and a tile that harms you. Oh, and a health system. A basic one. You have 6 hp.
I'll be back on Monday with MK3 in tow, though I may have to update it to MK3.1 at a later date if I decide to make more tiles or haven't completed some functions.
Just implemented a health fixer. If health goes above the current max health or below the current minimum health, it's fixed and set to the current max or min (though I do not intend to add a way to lower the max health).
I currently need to implement a health gaining device.
The health gaining device is implemented, but whenever it needs to despawn when the area is switched, it deactivates the code to despawn it...!
Fine, forget it, it'll have a set spawn location.
Well, it works now, but it doesn't, but it does, but it doesn't. Let's just call it a side effect.
IT'S 12:25 MY DUDES
LESSS GOOOO
WE RUNNING OVER A DEER AFTER A BEER IN OUR BERGENTRUCKS WITH THIS ONE
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
this ain't no Devlog, it's my slow descent into insanity
Okay, so an auto-despawn doesn't work rn. Crap. Oh well.
Okay, I think it's in a state that I like. I'll put it out soon.