Thicker text to be easier to read. Also updated the box container.
That is PERFECT. I'm so hype for this.
Well enemies are sort of working... and that player hit animation is... something else. But don't worry, I just threw it in there just to have some frames in before I actually animate
Got the hearts health working in the correct direction (previously was going from left to right). Tried the blinking/flashing, but ultimately decided on a little wiggle shake.
Looks cool! I'm seeing the value of fillWhite! And the new font is great as well.
Thanks for the feedback! It does look better that way for the font.
Testing out jump kicks.
Camera is not smooth yet, but started to implement a logic where the you are not allowed to move forward until you clear the stage.
This achieves a few things:
- Prevents the player from running or jumping through levels
- Increases fps performance as there isn't as much camera and parallax movement while fighting
- Adds a bit more strategy versus just attacking whoever you want
Get ready to crank! I now have the crank animate the player in the direction the crank is facing.
Part of the intro animation
Going nowhere....
This is exactly what I want to see and play on my playdate! Love the progress, its amazing!
Glad to hear! Thank you!
These look really cool. Thanks for sharing!
A sneak peak, but hiding the script as not to spoil the story.
Rebuilding the shadow is tricky with the camera panning. Got something working, but still needs a lot of work.
Looks perfect to me!
Getting somewhere with rebuilding the shadows (thanks to Gamma and SquidGod for support) and now with enemies! It's not performing quite well on device, but working on optimizing it.
Possible to use prerendered shadows instead of polygons? Let's find out. Thanks @AdamsImmersive for the idea!
Here is the shadow now in sprite form! The jump will need additional logic, but happy so far with the results and performance gains!