A brand new evolution simulation!

Say, what is the link to the orange Rotation extension?

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I think it’s by bladder it’s called continuous rotation or smth

ok so lately i’ve been working on two projects at the same time ( being the second project the horror game) I’m gonna focus on that one

but I will still be updating the Penumbra Ocean game

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Ok. I will say one more thing that you will probably not appreciate

I think I’m gonna leave the forum for some time…

I will come back later, like 2 months

These topics aren’t really what I was going for, and it’s hard to keep these two projects active so I’m gonna leave

I’m not doing this as a bad thing

I just need to rest…

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I was unable to find anything on the 3d head movements for the lizards, and I don’t have the resources to deep dive into the code myself. sorry :worried:

I was looking into the tiles also and found this page which is a cheat-sheet on tile editor and rendered tiles. I noticed that the tiles are possibly procedurally rendered shadows onto the outline image. I’m going to see if I can make a something like that where the shadows are drawn onto the outline of the tiles.

Also, if you’re wanting a creature to flip its segments based on where it’s facing, use this block:
image
It basically tells the sprites that have continuous rotation applied to flip vertically when changing direction. I created this block for my Chinese Dragon game.

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I guess I should’ve clarified how to use that block. here’s an example I made showing how to get that head movement I think you were talking about:

Also, I recently dug up a very old project I was working on with procedural cave generation:

I can teach you how I made the caves if you’d like! I think it would be cool for your game!

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Lizard from rainworld

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No pressure at all!
Your health is Far more important than video games

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it never stops…

I think I am doing more talking than working on the game ā€˜-’

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sorry for not replying… my bad! :sweat_smile:

the cave generation would REALLY help a lot!

Oh sorry, hellooo! I’m back! (:

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oh, and I was working with a side view procedurally generated map

Here it is:

If it looks a little ruff, it’s because I tried this new extention (color coded map) for the first time so… yeah

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Ooh this is nice just with some basic slopes and it’s pretty good

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Ooo this looks good, I like the added sloping tiles!

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I’m currently working on ponds too so yeah

also, I think I’m going back to the Catters game, since this post was ment to show the simulation.

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the ponds are kinda broken…

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as you can see from the image, I said the ponds were not generating properly, as you can see from the image

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I can’t believe I repeated my self :expressionless_face:

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here I was trying to improve the enemy accuracy

by making the enemy remember your last encounter

and increases his certainty

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