Hee.
so yeah, I screwed up and made a "text post with an attached video" yesterday on the day of the anniversary, rather then a "video post with text" like this and thus the actual video was not visible unless you actually clicked onto the post, and who would click onto such a random seeming post and pretty sure thus it got heavily glossed over.
pain.
thus I am now basically in shame making the same post, this time hopefully reaching more people.
but, let us get to what's actually new... (well, "new", this is all the same info as was on the last post as well, really the only difference is the start preamble is about my screw up rather then about passage of time.)
well, not that much level-wise.
but, for immediately clear, there's now a title screen! maybe this will help me catch more eyes, who knows...
beyond that, I have expanded significantly from the prior system of having multiple skylanders, as I have made the collection menu fully functional!
from there, you can select any skylander to switch into, which then gets saved onto the radial wheel as it holds your latest used skylander of each element.
this naturally does mean I now have support for more then one skylander per element... and also, if you press L1 when in collection menu hovering over a skylander, you can see its available skins, and your latest used skin is also saved. (ATM only cynder has custom skins, one where I just noticed a shader that works great for evil cynder and a... hypothetical never-been-corrupted air element skin.)
oh, and you can press circle to return in menus now, because it keeps track of the "layers" you progress in.
and no worry, there's a quick swap system where you can assign four any skylanders to the D-pad, if you find yourself craving to swap within an element with ease.
beyond this... well I mean, Cynder and Stormblade are now vaguely playable for one.
Why Stormblade? I wanted to add one of the missing elements in, and wanted to add something not from SSA. Stormblade fits those criteria and I like her.
I also reworked... basically the entire move system to properly modularize it to avoid repeated code all over the script.
oh, and added basic enemy and helper AI. only the most dumbest, where it goes towards its nearest target, and then tries to do its attack action.
enemies either walk in circle or stand still if they can't detect targets, where as helpers follow you around.
oh, and I did also add death. it is possible to drop to 0 hp and die, which boots you into the collection menu to choose a skylander to switch to. (at least it's supposed to, but I think it might have some bug? + I probably should make it so you can't just exit out of the menu.)