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119
2 years ago

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




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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

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

few tweaks

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.

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

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

original vs AI

there are levels to graphic design

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

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.