Added ice markings to show your last attempt at the puzzle.
Initially I tried using #Godot 4's TileMap terrain (née autotiling) function, but couldn't get it working properly for when I had two parallel track lines. So instead I did a quick manual implementation in code: before laying a tile it checks if there's already a perpendicular track at that location. If there is, lay the criss-crossed track instead.
the item data upgrade is complete, so now I'm continuing my work on environmental storage! behind the scenes, both your bag and the kitchen itself are treated the same way and use the same code; the kitchen just organizes by "drawers" while the bag organizes by categories. the kitchen also utilizes the x and y coordinates for stored items, whereas the bag skips that and goes for a list. #pixelart#gamedev
Minor change to ember/ash particles (actually any particle that has off center rotation). Center offset kicks in over short duration, which lets me spawn them at exact pixel, so here they match little humans when getting disintegrated.