excellent. i have reached the classic game dev nightmare: juggling multiple multipliers from various sources. already had some issues with jumping underwater
options:
- halve gravity/speed when entering water, double when leaving (other changes clobber; can desync; terminal velocity is global)
- turn gravity/speed/terminal velocity into properties ("slower" but it's lua who cares)
- explicit support for a fluid resistance multiplier
my rendering is also getting increasingly complicated as i try to combine silhouetting, palette shifts for only part of the screen, and distortion effects
also re the original problem this thread was about: i think i should actually go with the fluid multiplier, because then when you jump out of water, you'll speed up — which feels Really Good, like breaking free
I thought you did a palette change but when I saw this before it just looked like a multiply filter. So a handcrafted underwater palette is better~. Although maybe could do with some purples...