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excellent. i have reached the classic game dev nightmare: juggling multiple multipliers from various sources. already had some issues with jumping underwater
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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
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thinking about this is also an excellent distraction from figuring out what water should actually /look like/ because i have no idea
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my rendering is also getting increasingly complicated as i try to combine silhouetting, palette shifts for only part of the screen, and distortion effects
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aaand i realize that what i'm doing for water will become yet more complicated if i expect to have jagged foreground edges in front of it
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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
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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...
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