D A D A Profile picture
Jun 2, 2020 20 tweets 13 min read Read on X
First Dungeon art already looking good ! #MysteryDada #MysteryDungeon Image
Alright, I now generate rooms in sections (and points to connect them. You can see them in yellow, but it's only for debug)
It's morning, I figured out how to sort all my points and connect them to the adjacent sections ! Corridors shouldn't be too hard to make now.
#MysteryDungeon #PMD #MysteryDada
AND THIS IS SUCCESSFUL !! Fully connected rooms that looks like a true Mystery Dungeon game !
#PMD #MysteryDada #GodotEngine
Some mazes (1 giant room, 3 corridors with no room, and one section with nothing) #MysteryDada ImageImageImageImage
40x30 sections, on a 400x300 grid #MysteryDada Image
Collisions, sprite updated, teleportation in rooms, dungeon generation is instant and no more weird debug thingy #MysteryDungeon #MysteryDada
I can generate boss room, go to next floor with the stair, and even make heat waves that is guided by walls. So much new stuff !
#MysteryDada #GodotEngine
And now with smooth movements (and diagonals 👌)
#MysteryDada
Want some trees ? #MysteryDada
I think the original game was lacking this kind of things #MysteryDada
Worked really hard on the generation to get something closer to the original. Added water !!! (The tileset is pretty big now) And you can cut corner with the water and not the walls
#MysteryDada
I tried to match the DS screen resolution of 256x192 and it feels small ! We can only see 11x8 tiles. Not enought for my pleasure and for the moment my resolution was 384x288 (16x12 tiles) #MysteryDada #MysteryDungeon
3D TREES !! 🌳🌳🌳🌳🌳 #MysteryDungeonDay #MysteryDada
Ugly trees but at 400 fps on a 12 years old computer 😎 #MysteryDada
Nice looking trees with 500/400fps !! Took me 4h because #GodotEngine lack cell scaling or separator between cells or stretch options of any kind on tilemap.
In the end, my code use shaders + parallax + some ugly tilemap cheese. #MysteryDada
New improvement over the original:
I wrote a shader to display a certain percent of pixels in a sprite. That way traps are visibles before you walk on them. Enemies will also see them the higher the visibility is.
Those aren't well hidden, the values are temporary #MysteryDada
Shader visibility : 10%, 50%, 90%, and in game with random value
(Also it's a poison gaz trap, not functionnal yet)
#MysteryDada ImageImageImageImage
Updated the textures and now a trap reveal itself when you walk on it. The action isn't here yet but I need attacks for this kind of stuff. So not for today ! #MysteryDada
After a very long time, I just can't keep the resolution like that. I'm pretty new to pixel art and the size of the original is just too small for my skill, I'll have to go a bit larger than the original. That mean : I have to redraw a bunch of stuff !

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