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Apple Silicon (PREVIEW) Announcement and Development Update
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).
In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).
No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.
I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.
After banging my head against a wall basically day, I got it to an acceptable state. I've been laughing so hard the past half an hour because of the craziness this can produce.














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