Next up
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
A rather interesting thing I forgot about...
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
Possible default protagonists, Charlie (guy with hat) and Bonnie (girl with dress). Using a similar palette, because I can.
I would alter the faces, but I like appeal, and without the pixel-noses, they'd look like chibis at that size.
I figured out an easier way to program arranging angles on a rig.
It involves choosing which body part to move, then using the mouse to calculate an angle.
Namely, angle= point_direction(x, y, mouse_x, mouse_y).
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
The next update may be full of bugs.
...moths, mostly.
What a bunch of clowns.
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