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Tinker Tuesday for July 28th, 2026

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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I finished the changes in the bullet-monster, and monster-monster collisions. The latter isn't particularly visible, but it could occasionally happen that a bullet could travel deep into a group of monsters, bypassing the first few lines, and this has been somewhat mitigated now. The latter can be seen by collisions becoming more "fluid". I uploaded a new video, it should be higher quality than the last one (though you might need to manually change the settings on Rumble). I also refactored the way the monster size is handled. It used to be split across several variables, and at the end of the day it was impossible to tell what the final size will end up being. I'm now able to determine both the sprite size, and collision size, in absolute units, so that makes things a whole lot easier.

The original Alien Phobia game had two more weapons types, a grenade launcher, and explosive bullets, which I want to implement now. I'm not sure if the latter one will work out, but it's essentially the same mechanic for both, so I'll give a go.

How have you been doing @Southkraut?

Stuck to my plan and dug into migrating my UI from Slate (declarative syntax in C++) to UMG / blueprint widgets (visual programming). It's directly contrary to my usual way of doing things, but I also figure that my usual way of doing things is not the best when there's a What-you-see-is-what-you-get alternative. I'm not all the way done yet; had a lot of figuring out to do, and there's sitll some things that don't work like I want them to, and there's some things that are now halfway in C++ and halfway in blueprints, which I think have to be improved by moving them over all the way, but I'm making steady progress.

It used to be split across several variables, and at the end of the day it was impossible to tell what the final size will end up being. I'm now able to determine both the sprite size, and collision size, in absolute units, so that makes things a whole lot easier.

This makes me happy. I always get antsy when variables are interdependent.

This makes me happy. I always get antsy when variables are interdependent

The worst part was that Go/Redot made particle size dependent on their sprite size. I thought there'd be no practical way out of that one, because even if I wanted to fix it in the shader code, I'd have to figure out the sprite size first to normalize the particle. Then I had an epiphany, and figured I can just clamp the local vertex coordinates to (-1;-1), and (1;1), and then scale it to the desired size.