Tail complete!
Finished the tail system! this took a bit longer to complete because I also went and added mutually exclusive states to the main player script, and then rewrote the entire tail controller to implement those states... the code is so much cleaner now, and moving forward, those player states will be super useful for other things.
The only thing left to do for the tail is update the way afterimages work for Ko. At the moment, it just applies whatever is in the players sprite renderer to a pooled object and renders that at a position, but since the tail (and in some cases Ko's back leg) are no longer part of that sprite.. you get results like this...
Fortunately, I already have a solution to this that involves a dedicated camera, a render texture, and a shader. Thats going to be todays task!
Get Project Kobold's Tale
Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- Autosaves, Havens and CheckpointsOct 14, 2023
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Rapid fire updatesMar 12, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
- Of poise and magic!Feb 21, 2023
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