if you start mining a block and then move your mouse to a different block at the last moment, it'll mine the block under the mouse without restarting the "mining process".
Your Characters hitbox shouldn't be quite as tall I think, so you can walk in front of the Walls a bit. Also some sliding along Edges could be nice, so you don't have to align so perfectly.
Your Character is cute, but a clearer Edge between Wall and Floor might be useful, in case you decide to have more Variation in Floor/Wall Types, so it doesn't merge into each other. Not an Issue right now, but maybe something to keep in Mind.
Apart from that, theres nothing really there yet, but it seems to be Bugfree.
Can you explain what you mean by "sliding along edges"? Like you get stuck on walls when you touch them? I coded it so that if you're holding, say, UP and RIGHT against a RIGHT wall, you should continue moving up
If only a tiny Corner of me is stuck on a Wall and I press forward, I should slide down the Wall a bit to align myself with the empty Tile I'm trying to move it. If it helps to visualize it better, the Corners of the Wall collision should have a bit of a Curve basically. Or the Character should have a Circular base footprint for the Collision, that should achieve the same Effect. The Way it is right now, with Boxes for both, means when I'm a pixel off or two, I can't enter a Pathway and have to manually move down.
What's the refresh rate on your monitor? The gameplay isn't actually tied to the framerate (vsync is enabled and the graphics will draw at your monitor's framerate), but the update loop is at a fixed 16ms phystick and I don't interpolate between frames. As such, you will only see a difference between frames at 60fps, but the screen IS being drawn at vsync. I may support higher refresh rate monitors later, but I have no way to test them since I have a 60hz monitor. I can interpolate between frames, perhaps, but I really don't want to have to code the tediousness of a time delta
Comments
if you start mining a block and then move your mouse to a different block at the last moment, it'll mine the block under the mouse without restarting the "mining process".
Damn it, I knew someone would find that
Your Characters hitbox shouldn't be quite as tall I think, so you can walk in front of the Walls a bit. Also some sliding along Edges could be nice, so you don't have to align so perfectly.
Your Character is cute, but a clearer Edge between Wall and Floor might be useful, in case you decide to have more Variation in Floor/Wall Types, so it doesn't merge into each other. Not an Issue right now, but maybe something to keep in Mind.
Apart from that, theres nothing really there yet, but it seems to be Bugfree.
Can you explain what you mean by "sliding along edges"? Like you get stuck on walls when you touch them? I coded it so that if you're holding, say, UP and RIGHT against a RIGHT wall, you should continue moving up
If only a tiny Corner of me is stuck on a Wall and I press forward, I should slide down the Wall a bit to align myself with the empty Tile I'm trying to move it. If it helps to visualize it better, the Corners of the Wall collision should have a bit of a Curve basically. Or the Character should have a Circular base footprint for the Collision, that should achieve the same Effect. The Way it is right now, with Boxes for both, means when I'm a pixel off or two, I can't enter a Pathway and have to manually move down.
Oh ok I understand. Thanks for the feedback!
Game runs very slowly for me. Maybe it's some vsync shenanigan, but don't tie your gameplay to the framerate.
What's the refresh rate on your monitor? The gameplay isn't actually tied to the framerate (vsync is enabled and the graphics will draw at your monitor's framerate), but the update loop is at a fixed 16ms phystick and I don't interpolate between frames. As such, you will only see a difference between frames at 60fps, but the screen IS being drawn at vsync. I may support higher refresh rate monitors later, but I have no way to test them since I have a 60hz monitor. I can interpolate between frames, perhaps, but I really don't want to have to code the tediousness of a time delta
Made holes and carved the terrain. Pressing the arrow keys does things, not sure what.
Sadly the record when I was carving was corrupted, so I recorded that video to showcase what I made.
Arrow keys are a debug thing for camera that I forgot to remove, so all they do is shake your screen
cool, hope you flesh out this into a more complete game