is presently its sole maintainer,
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Recap our current situation
Take a look in handmade_render_group.cpp
Render bitmaps using the DrawRectangleSlowly function
Call through the slow path?
Check it out in-game, considering how unoptimised the code is
Blackboard: Intermediate buffering
Blackboard: The stupid way (!quote 73)
Temporarily set the arrow keys to move the camera up and down
Reduce the ZFudge factor
See that the positions are being scaled, and go ahead and scale the size
Check out the scaling in-game and note a bug with the tree popping
Give the ground chunks a ZOffset
Blackboard: Preventing leaning
Do a Basis push for the GroundBuffer
We're close, but things scale counter to each other
Turn off the ground chunks and the debug rectangles, for now
Take a good look at what's happening in-game
Scale around ScreenCenter
Moment of realisation: The EntityBasis->Offset.xy is currently incorrect
Blackboard: How that Offset currently works
Multiply the Offset by the ZFudge
Check it out in-game and turn the ground chunks back on
Show some problems with alpha fading
Blackboard: Render buffers
Turn off the ground buffer rendering and turn on multiple world layers
Tweak the ZFudge
Turn the ground buffers off entirely
Consider the weird notion of Y-displacement for Z
Set GlobalAlpha to 0 and try turning off that Y-displacement
We want Z-slices
pseudonym73 Q: Did I see that correctly, that the ground shadow jumps along with the hero?
ifingerbangedurcat Q: Slightly off topic but, can you quickly go over the concept behind MoveSpec? Why not have every entity have their own velocity/drag, etc. values instead? Just for organization?
mr4thdimention Q: Is the jump a real mechanic or just for making the system robust?
nicstop Q: Why don't you pre-compose hero bitmaps into a single bitmap at initialization, so there would not be fussing with pushing pieces?
robotchocolatedino Q: When you are walking up a staircase, will the character suddenly snap back on Y when you transition to the next Z slice?
rsxole Q: If I'm not mistaken, with your way of Z-scaling it's going to be hard to support large (in Z) structures such as tall walls that should be aligned across different Z levels, no? Imagine a multi story house or so
cubercaleb Q: If there are going to be pits/ledges in the game, how are you going to render those?
anonymous835 Q: I wonder how the ball would work with the zoom in
rohit_n Q: What games do the "bad" fade-out effect you mentioned?
cubercaleb Q: How will the staircase be scaled when you are moving up and down it?
insofaras I didn't expect Casey to know of Hatoful Boyfriend
@garlandobloom Everybody knows Hatoful Boyfriend
stelar7 Q: Have you seen/heard of "Hunie Pop" then?
@abnercoimbre Q: That's a wrap?
That is a wrap, Abner