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starlight.garden
Sunfire
@starlight.garden
he/it ϑδ
20-something, in theory
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Every world has stars 🪶
Furry / Gamedev / Lego
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A friend of eggbug.
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Projects:
#sunfire_mocs / #sunfire_interactive / #sunfire_art / #sunfire_3d
#FirmamentsEye / #RiptideManor / #FreeCatalyst
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starlight.garden
self, building walls, both structure and occupant at once,
November 16, 2025 at 5:12 AM
sounds like mario party/kart et al have a head start then...
November 16, 2025 at 5:07 AM
yeah heck with it. i'm doing it

i'm never going to be loading chunks at runtime anyway, so the whole world will always be in memory at once no matter what.
just a matter of structuring it so it's easy to use, and this is easier to use than per-chunk storage.

probably a bit more efficient too!
November 15, 2025 at 11:24 PM
based on the current draft numbers the world will be 12x24 chunks times 24x24 tiles is 165888 blocks total.

blocks are pretty light on data, basically just a reference to a BlockType and maybe one or two other data values like breakage level and stuff.
November 15, 2025 at 10:58 PM
see the thing is the world is relatively constrained compared to the usual FUNCTIONALLY INFINITE for block-based games.

especially since it's 2d! no cubic explosion for me, just nice squares.
November 15, 2025 at 10:54 PM
halfway between "professor giving a lecture" and "cat chasing a laser pointer"
November 15, 2025 at 11:25 AM
give em some scaffolding to climb on occasionally (when doing so would not get in the way of whatever else is on screen lol)
November 15, 2025 at 11:24 AM
like i THOUGHT WorldEnvironment settings would apply to 2d as well but upon looking deeper i guess not?

can you blame me though, the icon is split between red (the 3d colour) and blue (the 2d colour)

if you're gonna use colours to identify things you gotta be FULLY consistent. no half measures.
November 15, 2025 at 9:41 AM
also playing with some ideas about lighting.

godot feels kinda strange about 2d lighting... like,
after making lights you have to add a CanvasModulate that darkens everything down to the ambient level you want.

but it's kind of oblique about telling you this.
i'd forgotten and had to look it up.
November 15, 2025 at 9:38 AM
i have a mattress that is ever so slightly Too Tall for standard fitted sheets and let me tell you.

Suffering™
November 15, 2025 at 9:33 AM
this is the curve in question here.
the negative region down the bottom makes the camera move *away* from the cursor, causing that magnetic "jump" between two stable states.

this result isn't particularly "useful" to me, but it is fun so i figured i'd share it.
November 15, 2025 at 5:43 AM
also about how to handle block breaking.

i think i want blocks to naturally regenerate fairly quickly but not instantly, with the hit speed and strength of your mining tool being the determiners of whether you can mine a block.

i.e. if it regenerates too fast, you won't be able to keep pace.
November 15, 2025 at 5:05 AM
i have some ideas floating around about assigning tile variants based on distance into a wall; not sure where that's headed quite yet though.

while i was looking up autotiling methods i saw Dwarf Fortress used as an example of different tiles merging.
interesting stuff
November 15, 2025 at 5:05 AM
Reposted by Sunfire
see art a week early, get first-dibs on commissions, plus wips and other stuff we're workin on over on kofi and in the supporters discord ko-fi.com/pontmakesthi...
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ko-fi.com
November 15, 2025 at 2:09 AM
ohhh yeah this feels Good
November 15, 2025 at 12:56 AM
honestly i'm tempted to double the size of the player, 2x3 blocks instead of 1x1.5

though these flat colour placeholder tiles are kinda muddying the scale. gotta sub in something with more texture before i decide
November 15, 2025 at 12:32 AM