Pinned toot

why i didn't choose as
from my point of view godot is better and more performing (even if i speak as an ignorant), but i preferred mainly for two reasons:

1 i think few people use it for creating mod/games
2 i think it's less known than godot

so... sorry godot XD

now the game starts from year zero and ends at year 9999... doing a little calculations it takes (without tricks) 39.6 real years to get to year 9999 playing 24 hours non stop... I think it is enough XD

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the hours work, the chronometer (the green thing) flashes every second, the days and dates work, the seasons icon works... the years are just aboard, the bar underneath is the foraging bar, and that's complete too...
the sidebar (the drawings on the side) just serves as a reminder for positioning, then it will be removed

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with the same process I'm redoing also the cycles of the days of the week, of the dates, and of the seasons... maybe I can make a "false" cycle for the years too (by false I mean that it will reset at a certain point, like after a thousand years? I don't know, for now I'm just hypothesis)

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to have something better it would be necessary to create a day and night cycle, that changes every 10 in-game minutes (7 real seconds) but for now it's more than fine as it is set (that changes every in-game hour)

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If someone wants to try the day-night cycle to tell me if the hours of the changes are okay or need to be moved, it would be a great favor ^^

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I should have fixed the problem (bug?) of the hours that "disappeared" when editing a map with tiled... now the hours work (I've redone the cycles from scratch).
I have also enabled the day and night cycle, and it seems to work (it changes from 04am to 12pm and from 05pm to 12am, at each in-game time)

notabug.org/rixty/OpenValley

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this is just to say how much easier it was to use godot, and why i keep using flare XD

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2 of 2
in order to make an enemy speak, pretending to be an npc, it will be necessary to make him stop, for a given time, in a specific point and activate events "above" the stopped enemy.
here we have the problem to make the appearance of the event that makes the enemy talk coincide with the actual position of the enemy/npc at that point (moving npc's stop and lose time, if the player is in front of them)

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1 of 2
small bug in the flare engine:
flare gives the ability to create ONLY static npc's (stationary in one place).
to solve this problem, all non-static NPCs (that move) are actually "invincible" enemies (that the player cannot hit or kill).
this means that the moving NPCs never talk to the player, if he tries to interact with them.

finally the grass looks like the... grass XD
I am continuing to add tiles of arba to cut, for now I have added 30 out of 72 placed is laborious because I have to add them with tiled, but then I have to edit them by hand, inside the file .txt of the map, and for each tile I have to create two events

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well, I've added the first 21 tiles of cutable grass... so that you can see how it works, even aesthetically... the tile I used is quite square, but nothing prohibits to modify it in the future to tend the edges of the grass less "square"

notabug.org/rixty/OpenValley

I also stop using the StardewValley hashtag, since OpenValley is NOT a clone game (because of copyright) ^^

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the dev of Flare helped me to solve the problem... practically I have mistakenly written an event... i'm a fraking noob, i know XD

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I got stuck because I don't know how to make the grass disappear when it gets cut, lol
i'm waiting for some help from the flare community in the opengameart forum XD

I can make it appear if a status is not active, I can activate the status when the character clicks to cut it, but it does not disappear when the status is active u.u

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here is our nudist factor, on top of a small piece of land covered with grass ... to be able to fix the edges I had to create 10 levels, in the map ... the small imperfections of the grass are due to the design that I have to refine

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the work proceeds... I have finished inserting trees, rocks and branches (branches do not give exp, rocks will give 1 exp point each in the mining skill, for now the mining skill has not been enabled)
I've started to place the grass to cut, but it's a lot of work and it will take me a while just to place it (it has to be placed tile by tile, with the edges not overlapping, but disappearing if the grass is on two nearby tiles)

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Completed, finally, the first experience bar, of foraging, from level 0 to level 10.... for now it's just aesthetics, later I will add skills to choose at level 5 and 10
now I can dedicate myself to add other things to the farm map and continue with the rest of the work... (the other bars will be implemented if the foraging bar has no bugs)

notabug.org/rixty/OpenValley

on git you can find the more detailed changelog

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