2 months ago

Current Progress so Far!

It's gonna be a bit slow since I'm in finals, but whenever I have time & energy to work on it I probably will


Depth sorting I'm almost complete with! I'm tinkering around with breaking the larger loops down into the smaller cycles, and then I'll be able to break the connection I need

On the other side, I've managed to get a rough thing in for wall sliding! It's got it's base mechanic in, there's still some things I'm gonna do with it later on, but I wanted to do it just for fun while I'm working on the depth sorting, which I'm starting to have fun again working on this again, since I'm finally able to do more things(like with getting Elliott's vector in), and probably during the summer I'll be able to get started on other things for this!

but anyways ye, that's all for an update



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Workin on this mod on and off

Added Elliott and Bryant to some challenges that would make the most sense to them

Already got the Idea down for the boss!

Rn I'm just changin things up for the damage brodcasts for both the enemies and the players, so that both can be damaged on the same frame rather than there being a delay

L@yering Update

I had to go through each of the sprites and I managed to find some that were causing an issue, along with rewriting the code a bit(even though the code is exactly the same but I wanted to be reassured)

Everything's workin fine so far

Capri Sun captain

How it feels outside currently

Error: fucks not found

New rage attak for the boss

Boom goes the dynamite

Fortress of trust issues

Reworkin Enemy Movement AI a bit, I might have it in a way that different enemies might actually have specific moving patterns/behaviors, like one I might be thinkin of is the enemies might run away from you if you have a high level like in Earthbound