Implemented multi-layering. Rules are now per-layer (will borrow the split between data and tile layers from Ldtk later)
| Pronoun | il/lui - he/his |
| Pico8 gallery | https://pico8.retroactive.me |
| Previously on | @Ronflaix |
| Listen to my rambling here: | @Ronflaix |
| Pronoun | il/lui - he/his |
| Pico8 gallery | https://pico8.retroactive.me |
| Previously on | @Ronflaix |
| Listen to my rambling here: | @Ronflaix |
Implemented multi-layering. Rules are now per-layer (will borrow the split between data and tile layers from Ldtk later)
My GPU really doesn't like me, 128 step for lighting/shadow for a 128-step marching through the volume (no, not fixed step, lol)
I guess it works. I have a few corner cases where I can't push a platform or a rigid body upwards if another entity is riding it, I suppose my method is subtly wrong, especially around parenting, as seen when I land on the steel ball.
Other than that, I'm happy it works so well (or looks like it works).
A meal break well spent: I can now move frames in the timeline.
I mean, I only merged smaller wall brushes and let the rest (facades and small decoration) as detail and suddenly it feels clearer.
I'll have to work on my brush organization.
Good night!