
new stuff added to this project i stole clouds from someone in d7, like this post right now. thnx
this is the desaturated version, tell me in the comments if i should resaturate it
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
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.
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
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.
Ricky Rabbit's Seasonal Flavoritiez! Season 3 Episode 13 (Wet Dry roundabout)
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
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
Testing out a new move! This move is for all characters
adding grass outline wrApping. was a lot more difficult than expected












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