
AIRCRAFT II - Still in beta stage, but working! lol.
I'm using the P-51 Mustang, as everyone thinks it's the coolest thing ever made. Some things you may notice: Many enemy AI planes, sound effects, visual effects, and intense gameplay.
Next up
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
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
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
experimenting with colored RGB lighting. Light no longer flows as a singular value down the gradient but as a collection of red, green, and blue values, which can easily be modified for different colors to drop off first or be more prominent
@MidnightForge
is a Jolter to Watch and the solo horror dev behind games like Those Who Dwell and Nowhere! Follow @MidnightForge
and the Those Who Dwell game page before the quest ends on March 17 and you'll get Coins!
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.
adding grass outline wrApping. was a lot more difficult than expected
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.
water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD














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