Games in Cafe Dot

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Particle Collisions!
Could have done this by spawning a temp object to control the collision particles, or the over/under systems I use for some other particle stuff.
Instead I'm just using the trail system, but hiding the sprite and adding a death timer.
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1Added particle trails to the Ice Shard and Fireball spells. (should Iceshard by one word? Fireball is only one because of common use right?)
I think it looks good, but I need to adjust the colours, maybe use the palette instead.
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1Hmm, trying particles with my magic system. I don't think they really work with the Static Shocks spell.
Also adding a lighting effect, but it doesn't apply to the particles.
I tried, but the offset isn't updated Hmm.
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1Huzzah! I now have AoE attacks!
I've swapped to having Magic Staffs instead of having to hold a second button to use Magic.
I'll see what else I can come up with but this fixes the keyboard ghosting issue for now.
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1Now I have Fireballs!
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1I now have Magic!
kinda.
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1Hmm. Attack movement (for spells) set attacks to use if runSysTimer mod 10 == 0, instead of the if alreadyHit == false, to run the collision code.
Seems to work I should probably experiment to see how infrequent I can be with the trigger.
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Loading...Ok, got some tile variations on the Beach, but it's just RNG. I need to work out some patterns and use those instead. I had some with little bits of grass but they looked bad.
Also added Shells and Glass Bottles.
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1Got around to adding some blending between the Beach and Desert now i should probably populate the Beach with some things to make it a bit nicer to look at!
Will do tile variants like I have for Grassland, but I'd like objects to interact with too.
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1I THINK that's all fixed and working? Gained loads of FPS back.
I thought I'd need to remove another nested for loop, but since Ground Surface is only done once I don't.
Only issue is I've lost the dust cloud when adding Paving.
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