
proof that this is still coded in scratch
I added realistic fog to my game, ISOLATION. Advanced grass effects were also implemented.
Next up
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
few tweaks
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
Play @pm-studios
' Bandit Trap Open Beta!
Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.
Complete quests based on the game!
Play the beta: https://bit.ly/BanditTrapBeta
a week ago my fps at this scale would be sub 30
small changes add up
This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.
Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta
adding grass outline wrApping. was a lot more difficult than expected
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
Don't miss out on your chance to complete our #AetherAndIron quests and get trophies!
Complete the quests in your quest log.
Play the demo & wishlist now: https://bit.ly/AetherAndIron
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
























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