New 27-in 300hz QHD monitor go brrr
Uhh Anyways, much bigger devlog than was originally planned because the soul modes were so easy to add lol
Overview:
I added blue soul, green soul, yellow soul, and purple soul modes. That’s it.
Blue Soul:
I initially looked up the physics, and…
Toby. Bruh.
That’s all I’ll say, look them up yourself if you really want to know. Anyways, I just inputted some values to the classic platformer script that felt roughly correct to play, and if it works, it works.
Green Soul:
I just stopped the soul from moving and added a shield that deletes any attack it hits. I used a smooth rotation script that came with the side effect of having this be the Gerson green soul, but I don’t mind because that’s just how the green soul should be. I might change it if it’s too problematic, but I like it as it is rn.
Yellow Soul:
Apparently the bullet sprite is a square that gets stretched and morphed in-game, so I just made my own bullet that looked correct and let it be. (We love approximation) this bullet shoots when you click z/enter and destroys any attack it hits.
Purple Soul:
The funny thing is, before I know that muffet existed, I had already made a game with that sort of movement, so I just reused my code from there. It’s really simple.
So yeah, again this time I don’t have a video demonstration. Why? Because you can actually play the current version, as the soul modes are the last features I’m adding to the engine. However, I’m not releasing the completed version yet. Why? Because I need to make it actually usable by a coding noob.
Anyways see you soon!
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