Had another go at the waterfalls in my game. I couldn't get anything tile-based to look good enough, and last time, particles weren't performant enough.
Today I realised that if I make the particles *really big*, I can get away with way fewer of them while still keeping the flow visually dense.
Thought I'd try animating a waterfall using a particle emitter instead of tiles. It looks... okay, but it's too noisy for my taste, so I'll try implementing something similar with tiles tomorrow.
I like the dominance of solid colours, I'll keep that.
(Don't mind the invisible tree, I'll lighten up the background later.)
The results of today's stream, a few props for my game. It was a short stream today because for some reason I'm super yawny ;_;
I made the webcomic Black Dram! When I'm not working on comics, I'm probably making pixelarty games.
Mastodon.ART — Your friendly creative home on the Fediverse! Interact with friends and discover new ones, all on a platform that is community-owned and ad-free. Admin: @Curator. Moderators: @EmergencyBattle, @ScribbleAddict, @TapiocaPearl, @Otherbuttons, @katwylder