♡ Check out my games! ♡
Play Hook Line & Sniper: https://s.team/a/3143190
Itch page: https://justin1l8.itch.io/
If you wanna test the waters for yourself, you can buy it, play the free demo, or wishlist it now on steam! s.team/a/3143190
(10/10)
If you wanna test the waters for yourself, you can buy it, play the free demo, or wishlist it now on steam! s.team/a/3143190
(10/10)
I'm super happy with how world 2's sun reflection turned out, which makes very heavy use of procedural dithering. (9/10)
I'm super happy with how world 2's sun reflection turned out, which makes very heavy use of procedural dithering. (9/10)
(7/10)
(7/10)
To greatly improve the look of the water, I put the whole thing through a shader. I gave the water a pixel-perfect outline by checking if the adjacent pixels are also water. (6/10)
To greatly improve the look of the water, I put the whole thing through a shader. I gave the water a pixel-perfect outline by checking if the adjacent pixels are also water. (6/10)
(5/10)
(5/10)
I model each of the polygon's points as a spring. Based on their distance from the resting height, I pull it back according to Hooke's law. To make it one connected body of water, each point gives a bit of its velocity to nearby points. (4/10)
I model each of the polygon's points as a spring. Based on their distance from the resting height, I pull it back according to Hooke's law. To make it one connected body of water, each point gives a bit of its velocity to nearby points. (4/10)