The start of the boss fight was still lackluster so I added some effects to the point from where the boss drops from. I added a death animation to the boss and made updates to what happens to her tossed weapons. There are other updates in regards to the boss that I made but I will keep secret for now. It may be a bit presumptuous of me to think that as I continue to develop my game more people will find this blog. Either way I feel better not sharing every little secret in the game.
What I can say is that I turn the weapon she is holding into the physics items I have been using in the game. The player can’t toss it around thought because while testing it I found that the boss was glitching out when walking on top of it. I turn the weapon into a physics object just for the sake of watching it fly or be tossed away.
I created a macro for the double jump and air dash since I want them to use the same effects. I should probably use more macros for the visual and audio effects because I do tend to some of them in the same places especially for the lantern powers. I changed the name of the lantern mode Pulse to Tempest.
While on the main menu the save slots box would adjust in size when the “Are You Sure” prompt would appear. To fix this I moved the button to a separate scale box so it would still scale but not affect the save slots. I realize now as I write this that it may be something I can fix within the button itself since it is also a problem in the options menu. I will check on that tomorrow. In the future I will make updates to the main menu as well so it doesn’t go straight into the save slot screen. Most main menus have options such as “play,” “options,” and “quit.” Just one more thing to add to the to do list.
Tomorrow I will be making even more updates to the boss.






