7 months ago

Hmm, ok i don't think I actually need those variables, at least not all the time.

I should be able to use lengthdir_x and lengthdir_y with my target coordinates to clamp the value in a circle around the player.

I just don't know how X'D




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Hmm. 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.

Hmm, 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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Ok! Footprint particles are all working again! Prioritises snow over the ground types. I should add a decay timer in case you stand still too long

In the final version of Dark Astral Nebula, you control the nebuloid with the ability to teleport and summon elemental spirits , all set in minimalist environments where you must save the god!

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.

Added 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.

Gelatinous jungle, one of the levels in Flora & Fang.

I now have Magic!

kinda.