v0.4
Changes
- Change to how the lights for Illuminate and Aetherize look visually
- Changed the shaders for regular objects to be a toon shader
- New particles for various status effects (Berserk, Aetherize, Counter Flare, Illuminate, Soften, Mist Wall, Quantum Shield, Astral Wall, Supercharge, Soulbleed, Sunflame, Arc Discharge, Splotch)
Bug fixes
- Negative damage (i.e. damage being absorbed by enemies) no longer breaks damage tracking (Note that it didn't count against your cumulative stats before, it would just break damage tracking if your per battle damage became negative)
- Doing a 0 turn action (i.e. Check) no longer removes the inactive sprite color from the other character
- Arc Discharge and Splotch effects now work again
- Aetherize cooldown effect no longer creates the cooldown particle
- Correction to the description of the Envy file code (you only get +1 SP every 2 levels)
- Collectibles should now retain their velocity after pausing and unpausing (i.e. they no longer fall straight down after unpausing)
- Fixed north east and north west slash / smash animations (note: the problem was the rotation value becoming negative improperly and my code not having a case to handle that)
- Environmental effects that remove your energy or Soul Energy no longer remove that stat twice
Files
Get Project Elemental (Rabbit hole Demo)
Project Elemental (Rabbit hole Demo)
An RPG game with Paper Mario-like mechanics (prototype / demo)
Status | Prototype |
Author | shadeblade |
Genre | Role Playing |
Tags | Turn-based |
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