Working on the automapper
I've been spending a lot of time getting the automapper in tip-top shape for my big content push -- trying to iron out bugs in when rules match (which is how it decides what image to place per tile based on what's around it) as well as adding some functionality around decorative tiles (like the girders or struts supporting that platform) and getting layers working.
Most of the tiles in the screenshot are in the background and the player passes over them, but the decorative girders/struts column is in the foreground layer, and the player walks behind. Small change but it leads to big possibilities!
Next up is switching out the kind-of undifferentiated paneling in the background, which is generated randomly, with something more rule-driven as well. I also want to drive up the contrast between the tiles and player and the paneling background, graphically.
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Get Gemini Rising
Gemini Rising
A puzzle platformer about evading and hacking grumpy bots.
Status | In development |
Author | drhayes |
Genre | Platformer |
Tags | LÖVE, Metroidvania, Pixel Art, Puzzle-Platformer |
Languages | English |
Accessibility | Configurable controls |
More posts
- A crane to pick up enemies!Dec 30, 2022
- No longer using state to pass messagesJun 19, 2022
- Hacking bots worksFeb 19, 2022
- Weird map bug and bad initial animationFeb 07, 2022
- Double-jump!Feb 06, 2022
- Built from feedback: push buttons!Feb 05, 2022
- A couple more levels, two more puzzlesFeb 02, 2022
- Possession mechanics!Jan 29, 2022
- Goblins can wear helmetsJan 26, 2022
- A bit of particle workJan 25, 2022
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