Linear rebound on the boomerang is working well as a nerf. It's still hella useful, just not broken.
Yeah it's pretty neat, plus it adds a cool effect of the monsters picking it up more often and using it.
okay when you put 5 skeletons in the first room on the second floor and you have 20 health, you're going to die no matter what on sp. this is loving ridiculous.
I swore I made it so that wouldn't happen, but I definitely need to retool the whole spawning system.
It should slowly ramp things up in the style that zelda 1 does.
So floor 1 should be easy and a few enemies to get used to it, then floor 2 introduces new enemies in a few new patterns with more fodder monsters, then floor 3 just unleashes hell.
I also apparently need to add a limiter on how many of each type can spawn because I swear 5 skeletons should not spawn at once, but I must have implemented it wrong.
Thanks for the feedback.
Quote from last page:
Just put out the new graphics update, going to probably be a few rough edges so I figured I'd release it tonight then fix things up if I need to tomorrow before posting to Kickstarter.
Edit: If you guys want to mess with some of the lighting ranges/brightness values you can change things with these.
// normal lights
$lin = 0.3;
$con = 0.0;
$quad = 0.0;
// player light
$playerLightLin = 0.5;
$playerLightQuad = 0.0;
Edit 2: If you guys could posts some pics I'd appreciate it, not sure how lights are going to respond on different systems.
But yeah, pics would be appreciated, I'm still paranoid that I didn't implement some of the rendering or batching right.