keep it up @Volnaiskra , you are an inspiration. I use your theme every day and often learn when you post stuff. You even convinced me to improve the icons for my own actives that store values hehe!
looks like an amazing game to be honest!
just wanted to ask two things:
1) is the game based of DeltaTime?
2) any new news about the game
No, I just use the "machine independent speed" setting. Delta Time has always been on my to do list, but to be honest, I may not need to do it because the machine independent speed seems to be perfectly adequate.
I don't use built-in timer or built-in movements for anything though (except for a few cosmetic things like background animations), because those can cause fluctuating results if your framerate is uneven, even with machine independent speed.
The funny thing is all the built in movements utilize that without needing to worry about it at all, but we all know that at least 50% of them aren't usable or just won't fit the project use cases
I've been working on the enemy AI engine for aaaaaaages now. It's definitely the hardest thing I've done so far, and hopefully it's the hardest part of the project, period. I don't know if I'd have it in me to do another couple of modules of this project that are as complicated as this enemy engine is. I feel fried. I've been working on and off on this thing for about a year now, and the finish line is finally in sight - I aim to finally finish and move onto the next thing in 2 or 3 weeks. I had a look today at how much code the enemy engine contains so far. It's a fair bit . Over 1500 events/comments, and counting