Yup! That’s how i made the shader in the first place, but i cant find a way to store a copy of the previous frame (or .01s ago) directly inside the shader?
From what ive searched at least, if anyone can figure it out id love to donit completely in shader
October 30, 2025 at 2:56 PM
Yup! That’s how i made the shader in the first place, but i cant find a way to store a copy of the previous frame (or .01s ago) directly inside the shader?
From what ive searched at least, if anyone can figure it out id love to donit completely in shader
It’s easy to slip up. All the puzzles so far have been a smooth experience, and id like to keep it that way, and in a way i dont want the player to feel like the game is punishing you for doing something wrong? Or at least not so much more than it does now
May 10, 2025 at 7:56 AM
It’s easy to slip up. All the puzzles so far have been a smooth experience, and id like to keep it that way, and in a way i dont want the player to feel like the game is punishing you for doing something wrong? Or at least not so much more than it does now
Im starting to feel like there’s nuance to it. They said the puzzle itself is good, it just takes a lot of steps and is easy to fuck up. I don’t wanna guide them to the solution cus they’ve learnt the mechanic, but maybe i could make sure the puzzle is less easy to mess up if you make a wrong move.
May 10, 2025 at 7:39 AM
Im starting to feel like there’s nuance to it. They said the puzzle itself is good, it just takes a lot of steps and is easy to fuck up. I don’t wanna guide them to the solution cus they’ve learnt the mechanic, but maybe i could make sure the puzzle is less easy to mess up if you make a wrong move.