looking up and loaf mode. 🐱🍞

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whiskers picked up a power star. 🐱🌟

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got basic room switching working. the plan is to store only a bump map for each room and decorate on load that so the world can be quite big.

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finally got some time again… and procrastinating on the hard stuff, so adding different weather effects.

you almost don't see it's part of the cat's face falling from the sky. πŸ™ƒ

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more randomness to the particles. different directions and floatiness.

to save sprite slots I think I'll use about 4 particles with different fixed behaviours. like the ghosts in Pac-Man that look more random and complex than they really are.

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I think I got a decent balance going. there are only 4 particles. 1 moves right, the other 3 move diagonally, 2 of which downward.

also the weather resets when moving from room to room.

next: proper tiles and and some fade in/out effects. :)

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you can't have atmosphere in a game without these particles apparently. whatever they may be is a mystery. 🧚

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improved the block decorations a little. now different sides get treated differently.

next I want to throw some randomness into the mix and seed the RNG with the room number so it will always look the same. 🧱

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some more special cases solved. edge/corner decorations now won't happen at the edges of the screen.

platform blocks are 16x16, but decorations get decided in 8x8 sections. I like how this creates unintentionally smooth patterns without even adding randomness or extra tile variations yet. :)

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ok, that was a huge pain.πŸ˜…

collisions now work! in the left/right direction only. I'm sure there are endless bugs with it, but I'm so glad I got something functional.

now at least I have a mental model of the logic to build on it further. :)

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I wrote the can_move_down() function. then I let ChatGPT write the can_move_up function and it worked. :|