Making an MMO RPG Metroidvania Side Scroller based on BomberMan mechanics.
Written in 100% JAVASCRIPT and deployed to a Node.js server using Heroku.
www.tinyurl.com/BOMB-PLAYLIST-001
For the youtube tutorial playlist.
Atomic Ivy MMO : Tone It Down ?
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Tone It Down , a bit ?
www.tinyurl.com/BOMB-PLAYLIST-002
Animating the square ring bulge code I added to my auto tile engine. Full source code and tutorials in link above.
Level Isolated Mirroring Brush www.tinyurl.com/BOMB-CODE A mirroring tile brush where the origin is always the current level you are clicking in. This gives me ideas for a brush where the origin is the EDGES of the levels rather than the CENTERS of the levels. It could be used to make decorative pillar-like designs on the boundaries between levels. However, it is time to move on from this fucking around. We need to create previewable save-format for Josh so that he can manage his level designs. I would also like this. Because I am having trouble remembering what save files contain what when I am doing technical demo videos. I could also make an imgur gallery full of save files that are also images, which would be nice. I am very tired and my focus is shot. Just decided I should make this post now because it is either now or never. And even if it were now or later, now is going to be more efficient than later. My mind may be unfocused and tired and slightly foggy, but it is better than
The tile shader in Atomic Ivy MMO has a bit of a bug in it.... One Of These Videos Is For Vertical Monitors ( or phones ). The other is for Horizontal Monitors. If you are really clever, you can turn your phone sideways to make it a horizontal monitor. Video Footage From : Atomic Ivy MMO Tutorial Series - Video #206 After creating a set of debug functions in our KonamiC ( Konami Code ) system, I found that only the "7" key resulted in any visible feedback. The key that should have been filling EXACTLY ONE LEVEL PACK appeared to be filling ALL NINE LEVEL PACKS. Realizing that it was only the top corner level pack being edited that resulted in visual feedback from the shader, I decided to try to set tiles in the first level pack... Turns out... I can only see tiles if they are set in the FIRST LEVEL of the FIRST LEVEL PACK. We have a 3x3 grid of levelpacks loaded into the game. Debug functions bound to the numpad k
Drag To Set Tiles - Atomic Ivy MMO - We can now set tiles by holding down the mouse and dragging in addition to the previous clicking method. This is great , but it lags horribly. Why? Well... Every time we set ONE(1) tile we are pushing up the entire 2048 x 2048 texture that encodes our tilemap data. Question : How many pixels encode a single tile? Answer : ONE(1) So... We are doing ( 2048 * 2048 ) more work than what needs to be done so.... Instead of pushing up 1 pixel evey time we set a tile we are pushing up... 4,194,304 pixels.. That's massively inefficient. If I had a dollar for every time I wasted 4 bytes of GPU bandwidth... Well.. I'd have 4 million dollars per click. Better cash in on that. I need the money to fund my really expensive beef jerky and coffee habbit. Luckily I am doing better than most people my age because I stay away from avacado toast and coffee. I know someon
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