
ISOLATION: Added bullets and collision. This is still coded in 100% Scratch.
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Plinking in my... backyard.
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
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
ok i FINALLY finished dropsane teto
i think i still got it
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
Project(s) & Health Update
I'm alive! I have been resting a lot after the brutal game jam crunch... We didn't make the deadline, but the team is very invested and determined, so we'll finish the demo-
a week ago my fps at this scale would be sub 30
small changes add up
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
The Hive - Everything is a Crab
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.

















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