Next up
the pain of making follower/party member overworld movement...
Updated the visuals of some shaders that'll be used for the UI of the game! It'll add some much needed style we think!
The shader allows for Color Bleeding//"Leaking" (The most prime example/showcase is the Rainbow text character's text & the credits!)
Just wanting to showcase the new artwork for Henry's house! (the old design/artwork is the image on the far right, in case anyone was wondering..!)
Finally figured out a streamlined way to code the Time system for battles! (The Time-speed is greatly exaggerated here for showcase intentions...) Basically: 6 AM until 12 PM = Enemy damage increase, 6 PM until 12 AM = Player damage increase.
"Knock Knock"
"Have any good dreams, Charlie?"
Updated Act 2's primary battle theme: https://www.youtube.com/watch?v=4keRIuMnp4Q
Back at it again with LMMS fusing with our ADHD in GUI form...
We know we haven't been showcasing other enemies in a while... (A lot of enemy sprites are sketches that we need to animate, polish up, etc...) So here's some rough gameplay of the battle system in action. (With the enemy's AI disabled so we won't die.)
Jessica's sprite compared to Charlie's sprite.











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