Press the arrow keys to change screens. !WARNING! DO NOT PLAY IN FULLSCREEN, WHILE SEEING INSIDE, OR WHILE LEAVING OTHER CPU-INTENSIVE THINGS ON. MAY CRASH! Before you say it's lame, please note that it's rendering 172,800 pixels individually. DOES NOT WORK EMBEDDED.
---------------------------------CHANGELOG------------------------------ ------2016------ >(8/29) Begun Phase 1 Ending Mechanic Implementation [1.25] >(8/27) Combat, health, and losing [1.2] >(8/26) Basic enemies (turrets) [1.1] >(8/19) Collectible scraps [Alpha 1.0] >(8/16) 3rd and final attack, balanced them out [0.3] >(8/15) 2 attacks [0.25] >(8/13) Combat phase [0.2] >(8/11) Spaceship sprite; render no longer buggy [0.11] >(8/2) Fixed some render bugs–but limits scrolling capabilities [0.09] >(7/23) Work on in-game render has begun--glitchy >(7/5) Script has been optimized (no rendering involved, shorter replacement scheme); fixed "tilted world" glitch >(7/4) Reworked saving system to not require visual check COST: significantly longer render time ------2015------ >(11/5) "Massive random top-down world" World is now rendering able to render, working on tiles. [PRE-ALPHA 0.05] >(10/26) Officially fixed scanning and storing >(9/6) (Sorta kinda not really) fixed storage bugs >(9/4) Collab definitely terminated, reworked storage (incomplete) ------2014------ >(10/15) "Massive random rendering and storage" [PRE-ALPHA 0.03] Minor optimization of rendering script (@WooHooBoy) >(10/9) It's become a collab between me, @WooHooBoy, and @Instinctive >(10/7) "Massive random rendering and storage" [PRE-ALPHA 0.02] Added storage of each randomly rendered value. ~1:18 full render >(9/28) "Massive-scale random rendering" [PRE-ALPHA 0.005] Initial Release: Very rough rendering, river-like water only.