Wussup peoples. Before anything else, let me state that school has started again for me. So if you see less updates over the next 3 months, you know why. I say this so that people do not panic and think that the engine has died, or start holding up signs with “the end is near” written on them, or begin ritual human sacrifices, or whatever other crazy shit people tend to come up with whenever I don’t update for a few. Lol.
Anyway, a few things have been worked on in the past week for Alucard, including one of the BIGGEST ones yet: completion of the stopwatch! Yup it’s done; this includes the white outline around Alucard, the expanding wave effect, the bouncing watch with a neat vanishing effect, the ticking timer, and everything else. As usual it can either stop an enemy, slow them down or have no effect which was OBVIOUSLY the tricky part. The big issue being SLOWING down the enemy. To accomplish it I had conceived of trying several things:
Copying all alarms, image speed, and movement speed to vars, then halving the real ones as needed… THEN setting them back to normal when the watch was gone using the copied values.
Result: This would have been messy, and problematic for a TON of reasons.
Using some of the instance deactivate functions.
Result: wouldn’t work at all.
Lowering room speed before the enemy runs code, and changing it BACK after the enemy’s code has completely ran.
Result: didn’t work.