Ok, screw it, I'll practice with Lua next time. I'm not going to compromise on game design because I'm trying something new.
This is update number 2:
v2.Meira (all links will be in the OP)
Here's a small list of changes (though I may have forgotten about some)
GamePlay:
- Removed focus feature
- Moved dash command from 'C' to 'X'
- Added life and bomb stock
- Can gameover
- Added death/rebirth pause (ie: death animation)
- Improved ball physics (faster, can get hit in different directions based on the move and [depending on the move,] the angle)
- Fixed dashing so it isn't continuous
- Sliding, slide kicking, spinning, stationary spin-kicking, and multi-shot were added
- When sliding, hitbox shrinks by 80% and is a few pixels closer to the ground
Other:
- New placeholder sprites for the player, cards, and orb (to get the proportions right)
- Added primitive HUD at the top
The ball is a heck of a lot faster now, and you can hit it in different directions. Gravity is less floaty, and about the same as HRtP
Those sprites took a loooong time. Although I think all those new sprites in 2~3 days is pretty good for being my first time ever
HUD sucks, I know. "Touhou" /lol
A big portion of my time was spent on adding all those extra moves like the spin kicking and the such. I'll add the instructions under the 'Controls' section in the OP. It's basically the same as in HRtP.
I'll also add that nothing is optimized yet. Which is to say that collisions are probably working really hard. I really don't feel like finishing that thought. "Premature optimization is the root of all evil", I suppose. I'll worry about that later.
In the mean time, I'd still appreciate knowing what your Render FPS numbers are to see the differences between versions and get a feel of how things are running on other computers. Speaking of computers, I vaguely remember reading a post about the screen getting black and having to restart. What happened to that?
Getting opinions on speed and such is still very much wanted.
In other related news, I was playing around again with the level designs. Don't take them too seriously. Maybe.
And just for fun, I'll throw these in:
These were the first 2 sprites I made and decided to trash it and use 3 head proportions instead because it looked a little too silly
Also obligatory name change +1 anti-monotony points.
not to mention there's already an Edible so it'd sound kind of repetitive, and I myself got confused once already, so yeah. Guess what I've been rewatching recently