11 hours ago

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




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finally implemented collision

BETTER TERRAIN

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.

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

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

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

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

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

experimental tile terrain generator

currently only the height and the temperature affect the region

there is a world border for when the tile index < 1 and idk how to fix it yet so I can make the terrain endless

uses basic perlin noise, based on seed