Next up
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
Why, yes, programming an elephant IS hard. Making its eyes blue is a lot easier, but I'm not doing that.
I also had to make sure it's a robot elephant, specifically, because this is a robot circus, and it's unethical to use real elephants.
The next update may be full of bugs.
...moths, mostly.
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.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.
I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
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).
Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.
...too bad it won't be as epic as the final boss, but still...
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