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#feel free to click the twitter source link to see a timelapse!
dorkarts · 1 year
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Old pals
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elkiwydev · 6 years
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Project_BuildTutto Development Update 29
Hello Everyone!
Stefano here, and welcome to this 29th Project_BuildTutto! This week was an unconventional one since I had to stay away from my working place for the first part of the week, effectively being able to work properly only from Wednesday afternoon. So, not the most changes rich week code-wise, but still important changes have been done to the code base.
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Light Renderer rework
Since I added new kind of lights inside the game in the past weeks, I quickly realized some limitation of my previous light renderer: It could only generate one kind of light. So, I had to revisit part of that code to add support to many different kinds of light, being able to change their size, intensity, and also their color.
So after some of this:
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And some of this:
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I finally got a decent light again:
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Other than that, since I was already changing that code, I improved the way that the lightmap updates itself. To briefly recap how my light system works, there are mainly two types of objects to keep in mind: light sources and solid objects that stops light. -When a light is placed, the system needs to create its mask by subtracting the shadows created by solid blocks around it to the original light sprite. -When a solid block is placed, the system needs to update all the lights to change eventually their mask since a new block is now present on the map.
When I added light to the level there is no big problem since it already checks only the blocks in its range, but when I was adding block I was updating ALL the lights inside the level, even the ones so far away that it would make any difference. Now I added a 2d vector to hold a map of all the effect areas of lights, so now when a new block is added, I only have to check and update the lights present in that tile, leading to huge improvement on performance.
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This method was kind of obvious and looking back at it it's pretty stupid, but somehow I didn't think about it back then.
Save and load serialization changes
Now that I'm doing a lot of testing on particular setups I really had to improve the loading performance of the game because it was REALLY slow (something like more than 1 minute to load a save file with few objects in it). The first thing that I discovered to slow down the loading was the loading of all the 2d vectors holding various information about the state of the map. Those vectors were 100x100 cells, and zooming back I quickly realized how insanely huge was a 100x100 map. An easy and quick fix was to tune down the map size to a still modest 48x48 grid, cutting the serialization time of each 2d vector from +800ms to more or less 200ms.
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(This is a 48x48 tiles map)(PS:Don't look at that glitchy fog, I'll fix that later)
Another thing to do was to get rid to the hold NVP (name-value pairs) method of serialization in favor of a quicker and simpler binary file method. This means that first, the serialization was creating an XML-like file holding all the information, but this was extremely inefficient on the performance, and was useful only for debug purpose when I didn't have the knowledge to build a decent serialize function for the objects. Now that the system was working fine, I finally changed back to binary files and the performance improvement was really huge, cutting the vectors loading time by 90% from 200ms to 20ms! Now the games loads itself in a blink of an eye and I finally can test thing much quicker and in a less painful way.
Keep in touch
If you are curious to see how things will go feel free click any of these links to join our community: Discord Server: https://discord.gg/mSCn4BU YouTube channel for Timelapses: https://www.youtube.com/channel/UC2l3kcw6wUn4Z1-cr5UMLMw Twitter: https://twitter.com/ElkiwyDev Changelog: https://docs.google.com/spreadsheets/d/1kVIHUpf0jC8NFg5rxJF_hiWDkw-0VWnMI-Au4op0MiQ/edit?usp=sharing
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dorkarts · 1 year
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💵🐈🐈🐈🐈🐈🐈
Did these pics to try out SpiralPuzzle ‘s free brushes and they’re amazinggg, check them out and send some love and support 💖
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dorkarts · 1 year
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seaside hangout
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dorkarts · 1 year
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Gatitos 🐾🌷
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dorkarts · 1 year
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Miss Kitty
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dorkarts · 1 year
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amigitos ❤💚💙
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elkiwydev · 6 years
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Project_BuildTutto Development Update 27
Hello everyone!
Stefano here, and this is the 27th Project_BuildTutto Weekly Update! Another pretty boring week feature-wise, but a lot of improvements has been done and next week there will be (finally) some cool new feature! So, let's dive into the timelapses, changelog, and stats!
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NB: I didn't record Monday because I worked on a side project, and on Thursday I didn't record correctly the video so I didn't upload anything that day.
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Blueprints Menu improvements
The firsts things you can notice in this update are the improvements on the blueprint menu. The old version was buggy and very little descriptive about what you were making giving little or no information other than the sprite of the new object. Now, thanks to the new recipe system added last week, I can display a lot more information giving you everything you need to compare objects of different materials and how they interact with each other. Other than that, you can now also remove an existing blueprint by selecting it from the left list and drag it over the "Remove blueprint" button in the bottom right corner.
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Scrollable list's bar
Another little handy thing is that now you can use the scrollable list’s bar typical of these GUI objects! The whole object got some other improvement like limiting your scroll more than the total height of the list, and other boring stuff like that.
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Early game testing
The quest for testing the whole early game continues this week too. I'm still working pretty hard fixing all the bugs and crashes that I come through, trying to polish it as much as I can. Other than bugs I'm also trying to keep eyes open on everything that could feel bad or not correct in a game like this (And there are A LOT of things to think about) so the experience of the new players can be as smooth as possible.
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In this list I'm trying to work out all the small little minigoals for the earlygame to help new players and guide them into the basic mechanics of the game. Thanks to this list I discovered that I have no early game light sources, and this is kinda bad because right now indoor rooms and night times are almost pitch black.
Added gas objects
To try adding some basic light sources I come out with the idea of fluorescent lamps like the typical neon ones. But after designing the recipe of it I quickly realized that it wasn't really early game-ish since it involved a lot of machines to do it. But anyway, this gave me the opportunity for introducing gases. Right now, gases are basically a variant of liquids, but I'll make adhoc pipes for them. Next week I'll work on a new machine capable of doing work with both classical objects and also liquids/ gases.
Keep in touch
If you are curious to see how things will go feel free click any of these links to join our community: Discord Server: https://discord.gg/mSCn4BU YouTube channel for Timelapses: https://www.youtube.com/channel/UC2l3kcw6wUn4Z1-cr5UMLMw Twitter: https://twitter.com/ElkiwyDev Changelog: https://docs.google.com/spreadsheets/d/1kVIHUpf0jC8NFg5rxJF_hiWDkw-0VWnMI-Au4op0MiQ/edit?usp=sharing
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