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In the spirit of making death more fun, enemies & players now get crushed by moving bodies, and bleed when they get hit!
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Fire wasn't anywhere near as much of an all-consuming inferno as it should be - so I fixed that.
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Killed enemies now turn into physically-simulated corpses!
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This week I tried out a new spell-casting scheme, including adding 2 new spells.
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This week, enemies progressed to toddler stage: they now chase players!
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This week, enemies learned to see the player and shoot in their general direction, which increased their deadliness by approximately infinity percent.
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This week, I added some enemies to kill, so watch out!
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The good thing about building an engine just for your game is that it lets your game do things other games can't (and it's often fun - or at least educational).
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This week, levels have a goal to reach, and reaching the goal loads the next level.
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This week I added support for tile maps, so levels can be created with the LDTK editor.
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This week, I added support for loading levels on the web build.
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This week, liquids of different densities separate properly - so oil tends to float on water, rather than stay as globs floating in water.
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Last week, I promised to write a bit more about how multiplayer could work (assuming I find funding for it).
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This week, fire learned to boil water into steam, and water and acid now mix to make poison!
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This week, I implemented acid and fire!
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This week, a wild Slow Rush Discord server appears!
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This week, it's my birthday!
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The prototype's pixel atom physics are coming along nicely, so this week I had a think about the other big part of the game: spell casting.
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This week, atoms finally play nice with moving bodies thanks to last week's particles.
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This week I had a second shot at implementing particles, which are my planned solution for stopping atoms from crushing moving bodies (so that dropping sand on a box doesn't cause the box to flip out).
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This week I can confidently say that falling sand no longer completely crushes a moveable body that it falls onto!
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We're back with another Wizard-Pixels-flavored update, again on duct-taping together two physics worlds!
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Welcome back!
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In last week's playable demo, the edge of the world would jitter back and forth about the width of a pixel when you moved your character - which looked terrible and was very distracting.
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This week, I added physics-based platforming support - so now you can control a little box who can move around, jump and push some balls around.
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This week, I ported my "game" to two different Rust game engines.
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New year, new adventure!