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10. November 2025
I removed a bunch of Layers for the rendering. :D
Thanks to the wonderfull thing that is called "The passage of Time" (happy 2026 btw), I was able to think a lot!
Now I'm creating things like the trees, buildings and enemies as Objects.
Throw them in a list, check if the player needs to go up or down in the list,
based on the Y-position compared to the objects above and below.
This approach lets me manage invisible walls, trigger, NPCs and so much more in one convenient place...
Will this whole concept eventually blow up? Maybe, but this is the problem of future me!
But I am happy to make some progress!
Next up is probaby character stat screen or something like it, maybe even a basic inventory
to drink some potions? Or I try out some sort of combat system.
10. November 2025
I added a bunch of Layers for the rendering.
Still not sure about the way I want to adress the player walking behind things...
And I have to figure out how exactly I want to plop interactable objects into the world.
Slowly but surely it comes together
1. November 2025
It has been a while...
As expected, life finds a way to keep me from doing anything :)
Which is why I am now looking at my code from all those months ago and think to myself:
"What in the name of the seven Hells did I even do?!"
So instead of doing anything flashy (apart from the little walk animation) I will now refactor as much as I can to simplify
my code base. And while I'm at it, I want to make some Documentation so this does not happen again! Plus I might be able to
define a workflow of sorts... especially for map making.
No promises tho
14. July 2025
Hello once again!
I moved a bunch of code around into separate .js files to make it easier to know where everything is.
For example the Renderer got a bit much for the main.js and the inputs needed a separate file as well, since I plan on
custom key binding in the future?
Additionally I spend a couple of bucks to buy the "ALL-IN-ONE graphics bundle"
Credit for the Bundle to
@Gif &
@Noiracide &
and @DessRomaric (whose Twitter/X I could not find)
Which lead me to create the first ""test map"" on the MainDev... it is just 2 layers at this point and I did not clean it up fully.
Next up would be an animated character sprite and maybe a chest to open. I also might want to add a Guestbook for feedback?
Not quite sure if I actually want that at this point? We'll see.
29. June 2025
Hi!
Already a new little update to this chaos!
I got rid of the dialogueBox class and threw out the AudioTrigger and DialogueTrigger
to combine the logic into one single DialogueAndAudioTrigger which can handle either one of them or both at the same time.
While I was at it, I put in a little counter to be able to play the Dialogue and Audio in loop if I want to.
In addition I now pause the game loop when a Trigger is active...
Anyway, I'm quite happy with how this turned out.
Next update will be after I cleaned up the code a fair bit and added a tile map or two.
So I just renamed some files and added the Main Dev where I try to make a little turn based RPG.
Probably already have overcomplicated a lot of things with the Collider, Level, Dialogue and Trigger classes... oh well ;)
The fun thing is, that it somehow works. Although I am having some issues now with making sure the dialogue is displayed one after the other and not all at once from an Array.
But I am sure there is a simple solution for it somewhere in my head, just need to pull it out.
Once I have that under controll I'm going to add a little bit of graphics to it to make it look a bit nicer.
For that I wanted to buy something on itch.io but forgot about it and now I can't find the pack anymore, like it never existed.
So sad!
Added a test for using Local Storage on the Currently working on page.
It is fairly simple. I just took the movement code from the Render Tiles & Movement
and added the Player Object to local Storage with localStorage.setItem("Player", JSON.stringify(player));.
Then with a simple press of a button on the keyboard I can update the Player in Local Storage.
To render the saved X and Y position I loaded the Local Storage Object into a variable with JSON.parse(localStorage.getItem("Player"));
Quite easy!
Added a test for Collision on the Currently working on page.
It is a bit of a mess, and probably not that performant when it comes to an actual usecase. Especially since I want to use it
for a tile based system. But oh well.
That is something I have to look into at a later date ;)
I am learning a lot about CSS and HTML at the moment.
Wrapping my head around stuff like "justify-content", the order of operation and how it all
interacts with one another is quite confusing.
That is why I am verry gratefull for the ability to inspect websites to see how others
have done it as well as online resources like Stack Overflow
and W3Schools