Next up
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.
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
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.
finally implemented collision
ok i FINALLY finished dropsane teto
i think i still got it
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
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
Jarvis, write a full essay in MLA-8 format indented to the left please
adding grass outline wrApping. was a lot more difficult than expected













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