In this episode, I play the Ocarina of Time water temple, go back to Mushroom Woods, and drain an azure lake. And I’m all groggy and weird because I woke up right before recording this.
In this episode of Let’s Play The Tale of Elementia, I play a level from Super Mario Sunshine and carry lit dynamite through a train station.
In this episode of Let’s Play the Tale of Elementia, I get eaten by a whale, hang out with some ghosts in the library, and get stoned again.
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]
I got rotation working. And scaling. I had some problems along the way. And I don’t know what this is.
This is the first post of the Super Retro Crossover development log. More info here. Collision detection currently supports axis aligned bounding boxes only. Basic gravity and movement implemented. Basic animation. This is where things are now.