What's poppin, mi gente!? Below everyone will find the newest change-log for the last 3 weeks or so. It is sparse because there were a lot of details I just couldn't include without spoiling stuff. Plus for those who didn't see my previous post, I recently started a new part-time job. So I had a bit less time free these last few weeks than I had these past few months. But I have to pay the bills first! No electricity = no progress on the project. And that's a definite NO for me!
Also, here's a quick video showing off how the transformation effect for Dracula in the Prologue turned out. Feel free to leave any comments, critiques or questions below!
I hope that everyone out there is staying safe. And as always, thanks for all the support!
*PREVIOUS PATREON UPDATE
6/22/20 - 6/25/20
*DAYS OFF (YES I ACTUALLY TOOK SOME FOR PERSONAL REASONS… I KNOW, SHOCKING RIGHT? CONSIDERING MY OBSESSION WITH THIS!)
*LOTS More code cleanup; finishing up anything necessary for modifying Old Ric's code to be ready for a release.
*Spent several hours trying to fix a bug that was apparently due to Unity itself and NOT my coding.... FML. >:( Changed all animator.updates(Time.time) to animator.updates(0) and reported the bug on the unity forums.
*Entered in all Drac1 sprites left to be entered. Setup all sheets and colorpal data; setup necessary objects and materials.
*Created a new normalPalette shader that has no dissolve used in it
*Entered in the sit, idle and hellfire anims
*Created concept notes for hardmode attack differences
*corrected a few tiny errors in the unity versions of the above sprites/anims I found in the OLD GM version
*Experimented with using a point light when firing hellfire to create a small flash over area where it is formed.
*Fixed some errors on Drac1's original sprite sheet
*Completed DarkInferno, Fatal Ray and Flame Pillar 1 & 2 anims.
*Nothing. Nade. Zilch. Zippo. Zipal! Power outage for several hours; FML! >:(
*Completed the rest of Drac1's animations.
*Translated more old GM code to C# language
*Created each of the following drac1 attacks along with their corresponding prefabs, animations, hitboxes, materials, and objects:
-Hellfire and spawn effect
-Fatal Ray, flamePuff and spawn effects
*Created a new subtractive lit shader
*Corrected flamepuff for ratal ray's material (alpha blend color was too high)
*Created dracula1's teleport in/out effect (YUP! This took HOURS to do and involved 3 materials, 3 sprites for one object, lots of alpha changes, scaling and timing tweaks, etc.)
*Started on Dracula's transformation effect
*Gave detailed feedback on the WIP Riddle track (which is now finished)
*Created new sprite objects for dracula's transformation effect
*Continuing on Dracula's transformation effect (seems to be a bunch of sprites scaled up and drawn over and over with additive blending and changed alpha)
*Created a script to handle dracula's transformation effect; began experimenting for several hours with effect
*Edited solidColorLit Shader
*Discarded original results. Began reverse engineering and experimenting with original one for countless hours to figure it out
*Patreon Update video with findings on Effect
*Began reproducing effect; experimented with a LOT of different ways of doing it before settling on a way that made the effect about 90% the same.
*Began testing the effect to ensure it would still function within game before declaring it completed.
*Began entering in sprites for Dracula's 2nd forms and setting up sprite sheets/animations