Uppdate


finally figured out a solution for one glaring issue, i now have it setup so entites can properly pop behind or infront of walls, for when their sprites are tall when i eventually draw enemy sprites. here are some other new features:

- added a tile selector tool (red cursor) you may now edit tile depth either one by one or in batch if they are the same tiles

- remade the tutorial with the new features

- added leaf litter tile

- some optimization but the entity occlusion system probably tanks performace since the way the system is set up to make a new object to render walls in specific layers, but i made up by making these objects persistent and draw stuff when they are needed by a parent object and renderer

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