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1,325
3 years ago

proof that this is still coded in scratch

I added realistic fog to my game, ISOLATION. Advanced grass effects were also implemented.




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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

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

Guide PC Man through a satisfying install in this Valentine’s Day themed download sim.

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

Happy Devruary! Devruary Day 16 celebrates @balladrion ! He's the developer behind Balladrion, a 3D rogue-lite action RPG set in a magical fantasy world. We also have a question for the devs of Game Jolt: What feature almost broke your game?

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

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.

Happy Devruary! Devruary Day 15 celebrates @ambercrowngames ! They're the game devs behind the puzzle-platformer game One More Experiment. We also have a question for the devs of Game Jolt: What’s the biggest dev mistake you’ve made?

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