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(+1)

I think it was a sectfill function that was expensive to implement, but it's amazing that it can be displayed with such high expression density!

The game is a little difficult, but it has a charm that makes i want to try again.

I'm glad to be of help to you. (shiftalow)

(+1)

Yup, can confirm that function is expensive. A lot of time was spent tweaking the pond generation to get away with as many lillypads as possible, whithout performance drops. I think you can still get frame drops if part of the map generates unusually dense, but I haven't had that happend in the last week of testing.

The game wouldn't have happened without this function. Using sprites just wasn't the same. 

I will link the URL to your function in the discription of the BBS version I'll be posting monday.