
............. @NotUsingThisAccAnymore
I now implemented scrolling!
I still need to implement scrolling boundaries and maybe a scrollbar, but this already really excites me.
In this GIF you can also see a few other improvements I made such as the new button texture and a screen header title.
I've worked on a text input that is now working nicely.
As you can see I implemented it in a save screen which now saves the current level on disk with the entered name.
Now to update the loading screen with the newest level data...
The load level screen is coming along nicely. For now it only shows 2 possible levels to choose from, but the levels that are shown are actually fetched from the game folder and clicking will actually load the chosen level! The base code is in place!

I added a save button to the editor. This way I can save my current level to disk. I already have a system in place to read the file and generate the level out of it.
Next on the to-do list is a Load button with a pop up window to choose a level.
It's been a while! I've been focussing on integrating UI elements in the engine. I'm finally at a basic stage where I can easily create working buttons and panels.
I also added a custom cursor and am now working on a editor to use in-game.
Most feedback about my last parallax implementation was that I should create more layers with stars, so I did exactly that!
This is the result of 5 different layers that move independently at different speeds.
I LOVE IT!
Implemented parallax background!
Had to figure out some calculations, but now my engine supports screen-fixed, world-fixed and parallax backgrounds all generated from a single background tile.
I solved a weird bug where the ship would keep repositioning when laying on its side.
The cause: When a point of the ship collider enters a tile collider, it "solved" the collision by moving the ship to the closest tile corner instead of collider line.
I'm glad to finally show you guys some good physics results!
Writing and implementing this is one of the most complicated things I've done.
There are definitely still some annoying bugs, but they are manageable and I am confident to solve them.
Refined Collision resolution
It took some serious debugging, but finally it's working pretty nicely.
Float rounding errors are such a pain. It took me ages to find that bug...
Still PAIN equals GAIN, cause I learned a lot from all this puzzling.