#picoCAD is finally coming to Steam! Help me cut through the nextFest noise and go wishlist!
📐Build tiny models!
🖼️Texture with pixel art!
📽️Export spinning gifs! (and OBJ/MTL)
Kitsune Tails has a release date! As just announced on Wholesome Direct, our Mario-like featuring queer fox girls will be coming to Steam and itch.io (Windows, Linux) on August 1st, 2024!
It is with great happiness that I'm finally able to share the reveal trailer with you all! After nearly nine years, development is finally coming to an end and the game will be in all of your hands very soon. I can't wait!!
a friend of mine told their classmate about kitsune tails with "what if lesbian shork mario" and the classmate was like "holy shit send me the link" and it really just sells itself doesn't it?
Had to shelve the platformer project because of poor planning and feature creep. I decided to work on an action dungeon crawler. Right now, you can only move your character and thrust your sword, but I plan on including randomly generated levels.
I'm more experienced with top-down games, so this might be easier.
I got a random dungeon generation algorithm implemented. It is the same one from this post (https://gameliberty.club/@xianc78/111750085112155644), but written in C++ instead of Java. It's pretty basic at the moment. I plan on having each room randomly pick a design from a template.
Tried to add random enemy placement to the dungeon, but they all appear in the same room. I realize that the common way to do RNG in C and C++, srand(time(NULL)) uses time (in seconds) as a seed, and since the loop obviously runs multiple times per second, I'm getting the same results.
I think my solution would be to use my own RNG algorithm with a seed that increments every time it is called.
Wrote my own RNG algorithm (just take the sine of a seed and increment the seed by one for the next time). I also made it so that enemies can't spawn in the first room.
Added an exit tile (actually an object on it's own and not a child of the "Tile" class) that is randomly placed on each floor. Though it does nothing yet.
Added a white sword. It takes twice as much damage. I plan on including "rental shops" where you can buy temporary items like this white sword and they go away if the player dies.