I'm surprised to see that an outline shader required true lowres, there should be ways of doing it that would allow you to define the outline amount, based on the sprite scale/zoom factor.
That is completely true and I fixed that now, so outline mode is available in both true pixel and false pixel (or whatever you might wanna call that) mode. Although it can look strange in some places when sprites are rotated.
Hey Dek! This looks really cool, as usual. I'm not sure, but are you planning to early access release this, or just release it as normal?
Thanks
My plan right now is: 1. Release Trailer and open steam-key pre-orders through humble widget 2. open steam early access 3. Balance and adjust the game based on player feedback and create additional content 4. Full steam release
EDIT: Also, what is a "Force Knuckle"?
That was a weapon I made when I started doing combat; its purpose was to provide dashing while attacking. Since then I've iterated over combat hundreds of times , as well as changed level design and progression to be more interesting. Turns out that free dashing really isnt what you want when your whole game is about traveling upwards. So, they're gone for now.
What we're working on now is much more interesting in my opinion, and I will fully introduce it in a big devlog post soon, but to sum it up:
When you start, you choose a weapon; Right now theres 3 weapons. Their mechanics are very different from each other; One is hard to use but can be very strong in certain situations, one is super safe but average in damage, one requires you to get up close with enemies but if used correctly is super strong.
And you also have the shield.
Additionally, you can find charms in the game; Charms modify your attacks similar to what happens in Binding of Isaac; There are different kinds of triggers and results.
Triggers are something that can be affected by charms; Right now there are triggers like:
On Projectile Reflect,
On Projectile Hit,
On Jump.. etc.
All weapons have been reworked to basically work like projectiles (yes, even melee weapons are projectiles that you throw for a short amount of time and they return to you) That way all weapons can equally profit from all effects and essentially theres no need for meele triggers.