
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
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
Ricky Rabbit's Seasonal Flavoritiez! Season 3 Episode 13 (Wet Dry roundabout)
adding grass outline wrApping. was a lot more difficult than expected
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.












18 comments