I held out as long as I could not upgrading this app so I could keep the bird alive, but 5GB of cache buildup forced my hand. Not a fan. If you haven't already, come find me at the other place.
@vertinski Yep, all procedural. Distance fog is doing the heavy lifting there, but I also use vertex colors to do some “baked” lighting if I want to darken an area. Darkening corners and smaller nooks to sort of fake ambient occlusion goes a long way to making indoors feel less flat.
Return of the infinimall. While I didn't completely rewrite it this time, I did gut and rebuild the base structural generation. Can't help myself. Way more flexible and, of course, way more math headaches for me. #screenshotsaturday
Light progress for #screenshotsaturday. Got scoring and a time limit in, but mostly some backend work on the pickup/drop-off system, managing locations, messages, etc. without being able to just pull from a database. Gotten real familiar with GBVM, though.
@jaytholen As someone who prototypes a 2D fighter once or twice a year but hasn’t played one since Tekken 2, I’ve found that what I’m compelled to make only occasionally intersects with my preferences as a player.
@hunters_rebirth Haha, fair enough. It’s just requires some trig. Project the velocity on the normal angle (vX*cos(aN)+vY*sin(aN)), then get the reflected velocity (vX-2*p*cos(aN), vY-2*p*sin(aN)). Use a LUT for sin/cos and be careful not to overflow.