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24
3 months ago

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




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

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.

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

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.

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

small changes add up

ok i FINALLY finished dropsane teto

i think i still got it

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

few tweaks

Jarvis, write a full essay in MLA-8 format indented to the left please

original vs AI

there are levels to graphic design