21 days ago

a week ago my fps at this scale would be sub 30

small changes add up




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few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise

fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement

ignore the funky player movement, it really needs to be fixed

finally implemented collision

The Scratch Team has just recently updated their Terms of Service yesterday, letting you know they now have full permission to use your content to train AI models.

added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.

Ricky Rabbit's Seasonal Flavoritiez! Season 3 Episode 13 (Wet Dry roundabout)

Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through

few tweaks

Testing out a new move! This move is for all characters

adding grass outline wrApping. was a lot more difficult than expected