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1,301
4 years ago

ISOLATION: Added bullets and collision. This is still coded in 100% Scratch.

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Plinking in my... backyard.




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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

original vs AI

there are levels to graphic design

The Blight has been buried for over 800 years...

What secrets lay intertwined amidst Eireos' ruins...

The journey begins July 21st!!

#pixelart #gamedev #indiegame #indiedev #jrpg

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

New Inverted head perspectives

credit for @CrystalC_ for giving me 3D renders to make these

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.

few tweaks

Ricky Remodel thingymajiggy

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