Sadly we can't make the tree's collide with the solids, or else that would be a whole lot of collision checks every step. ^^;
I've added some very basic shadows, as well as updated the HUD.
These two screenshots are different, the first shows the current (new) hand pixeled gradients which I am now using for shadows.
Personally myself I like the hand pixeled gradients as supposed to the computer generated version (image #2) which seems more like a solid darker block as supposed to a shadow.
It does look a bit weird since this effect isn't cast below on the destructible rocks, and likely it wont ever.
I'm also re-thinking how to go about the tiles, I'll probably make the ground thicker then 1 row of 32x32 tiles, and give the solid walls a better feel of permanence.
As for the HUD, I gave it a small graphical update, but also decided to position it 32x32 pixels on screen.
I've noticed a few other games have their huds away from the edges of the screen to allow for more visibility above the HUD.
I have also begun working on some new level designs (making them less flat)
Attempting to work out a small learning curve for player actions, ect.
Such as conditioning the player to adjust to the way the character moves, to gather their concentration towards the goal at hand, and work on their consistency of destroying the terrain while on the move.
Also fleshing out the Chomper's AI some more.
Right now it's having a tough time returning to it's starting position when the player leaves.
The blocks the player is standing on are solid wall's with HP that break after being shot at for a bit.
Unlike the destructible tiles which break on direct impact, though the enemies will break them on contact.
These dummy walls will be spread along the level, if you keep your eye out they could give you a shortcut.
What's your opinion about these weird layering shadows... I can't seem to get them to work any other way
Does the tiling of the shadows seem off? Or does it work if so I'm leaving it.