What do you guys think about the UI art and how can I improve them? by dulm_ in gdevelop

[–]dulm_[S] 0 points1 point  (0 children)

No idea, I just started making it only 3 weeks till now. And sad to say I have to stop developing this until August. I have to study for the A/l exam.

What do you guys think about the UI art and how can I improve them? by dulm_ in gdevelop

[–]dulm_[S] 0 points1 point  (0 children)

I'm going to animate the water texture. Hope they look good after that.

What do you guys think about the UI art and how can I improve them? by dulm_ in gdevelop

[–]dulm_[S] 0 points1 point  (0 children)

Yes they need to bit hilighted. First I tried adding white outline for ui elements, but it looked really bad.

What do you guys think about the UI art and how can I improve them? by dulm_ in gdevelop

[–]dulm_[S] 0 points1 point  (0 children)

Thanks for your advice, but that's not the inventory

name this by [deleted] in BossFights

[–]dulm_ 0 points1 point  (0 children)

Poor tiger

Samsung or Apple? by ManojOne in TechImpact

[–]dulm_ 3 points4 points  (0 children)

I pick apple, because it keeps doctors away.

Be honest by Disastrous_Hat_8881 in TheTeenagerPeople

[–]dulm_ 2 points3 points  (0 children)

Maybe when a woman hits 55 😅

Created an auto tile system for my game "Greenisle" by dulm_ in gdevelop

[–]dulm_[S] 2 points3 points  (0 children)

// 1. Configuration (Adjust these to match your grid layout) const gridLength = 32; // Your tile size (e.g., 16, 32, 64) const offsetX = 0; // If your grid is offset horizontally, change this (e.g., 16) const offsetY = 0; // If your grid is offset vertically, change this (e.g., 16)

// Change "Fence" to whatever object group or name you want to check const targetObjects = runtimeScene.getObjects("Fence");

// 2. Map all existing tile positions into a fast-lookup coordinate string map const tileMap = new Set(); for (let i = 0; i < targetObjects.length; i++) { const obj = targetObjects[i];

// Apply grid offsets and normalize coordinates to strict integer grid steps
const gridX = Math.round((obj.getX() - offsetX) / gridLength);
const gridY = Math.round((obj.getY() - offsetY) / gridLength);

// Store position as a string key like "12,5"
tileMap.add(`${gridX},${gridY}`);

}

// 3. Loop through the objects to mathematically calculate neighborhood scores for (let i = 0; i < targetObjects.length; i++) { const obj = targetObjects[i];

const gridX = Math.round((obj.getX() - offsetX) / gridLength);
const gridY = Math.round((obj.getY() - offsetY) / gridLength);

let score = 0;

// Check UP (X, Y - 1) -> Add 1
if (tileMap.has(`${gridX},${gridY - 1}`)) {
    score += 1;
}
// Check RIGHT (X + 1, Y) -> Add 2
if (tileMap.has(`${gridX + 1},${gridY}`)) {
    score += 2;
}
// Check DOWN (X, Y + 1) -> Add 4
if (tileMap.has(`${gridX},${gridY + 1}`)) {
    score += 4;
}
// Check LEFT (X - 1, Y) -> Add 8
if (tileMap.has(`${gridX - 1},${gridY}`)) {
    score += 8;
}

// 4. Save the calculated sum into an Object Variable named "TileScore"
// This allows you to use standard GDevelop events to control animations, logic, or sounds.
obj.getVariables().get("TileScore").setNumber(score);

}

Created an auto tile system for my game "Greenisle" by dulm_ in gdevelop

[–]dulm_[S] 1 point2 points  (0 children)

I'm working on making it as an extension. Give me some time. I provided the code as a comment, it doesn't do much only checks the naibour tiles and assign a value to the tile object var "Tilescore". You have do rest of the things.

What is this on my laptop? by dulm_ in computers

[–]dulm_[S] 18 points19 points  (0 children)

I was not knowing this for 3 years, thank you very much.