
Did some adjustments to my water ripple code to get rid of the repetitive texture, it looks a lot smoother now and the small waves sparkle very nicely. I seem to be skipping back and forth between programming and drawing, while I’m coding particle effects (working on rain first, then some fireflies for the forest here), I decided to paint some new map objects. I’m really starting to enjoy how the graphics are turning out; since I’m working with an HD resolution, I really don’t feel that pixel art translates well to the big screen as much as I like it ;(
One other long overdue thing I’ve fixed today is Arashi’s collisions with obstacle-type map objects. For the longest time, since day one of the collision code, she would be stopped at the top of the texture regardless of what it was. Now I’ve added a property to every map object that is sort of a “collision offset” to enable a pseudo 3D look. She’ll be able to walk behind these bushes, for example, up to where this actual collision (with the hidden backside of the bush) should occur, and they’ll be drawn in front of her as expected.