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(+1)

1) As I was experimenting, I discovered the hibox placed in the necklace, which was a bit counter-intuitive (usually it is in the visual center of the sprite, to make it easier to control the position by using peripheral vision only)

2) Yeah, I was hoping to use that penalty for precise positioning and pixel dodging during the boss fight, but couldn't do that most of the time as it still was too fast (but that's my own problem)

(1 edit)

1) Yeah, I think I kept non-center hitbox because I wanted to visit the idea of bullets not aiming straight at your hitbox, but ultimately forgot about the idea because skaltmoment and because I put the sprite center at necklace's crystal for my own programming comfort and never revisited the idea again. Hopefully I won't forget this time :peko:

2) I'll do a toggle between faster and slower focused movement on title screen or (not implemented) service mode, I didn't do an intermediate value (aka non-integer straight movement) because I explicitly work in 320x240 resolution with some entities rounding up from floating point to integer, so I wanted integer for smoother movement. (Edit: are you okay eith non-integer *visual* movement even if it won't look smooth?)