DONT SPAM THE ARROWS BY THE SPAWN BUTTON OR YOU'LL FREEZE THE GAME (idk why it happens) (udate log in notes and credits) Theres no collision yet Click to attack Hold space to spin attack im planning on making Q to defend and E to have a jab/thrust attack also, dont spam the arrows next to the spawn button, because it lags up the whole game for some reason. sadly, scratch maxes out at 300 clones, so there can only be 148 enemies at once (there are two clones per enemy) :( tip: dont let the enemies bunch up, or else theyll be really hard to beat also, i know that the game is super hard rn, but dont fret, im going to add more moves later on, like blocking and evading, so that the final product will be a lot less hard.
i started this new project recently i started out with a weird little avatar circle, and i decided i wanted him to be booger green, and then i realized it looked like an ogre, so, i named him shrek for the memes. theres no story yet, so i have no idea why hes in an arena. update 1 (12/15/20): this isnt the first update since i shared this project, but its the first one im recording. i basically added enemies who follow you around. you cant spawn them unless you manually turn on the script inside the project, though. i also added some music. i might change it later though. (ehuehuehu i made it myself) (pls dont steal it or take credit for it.) upate 2 (12/16/20): i finished the first enemy's animations, attack pattern, and movement. i added a health system to both the enemies and the avatar. i also did a stress test, and the game can hold like, 50 enemies. i couldve kept spawning enemies, but i didnt, because i doubt there'll ever be more than 50 enemies at once xD. i added a spawn enemy button with options to change how many spawn at once. ill remove it later. update 3 (12/17/20) i started working on a new enemy, an archer. i already have the character design down. all i need to do now is to code it. i also adjusted the difficulty of the game. update 4 (12/18/20) im basically done with the archer, i just need to make them be able to shoot from off screen. update 5 (12/19/20): i finished the archer, but im a bit unhappy with the way in which the arrows stick to the avatar (they teleport the center of it, so it looks real weird when it has a lot of arrows in it), so i might change later. from here, there are 3 things im planning on doing next. 1, make a new swordsman enemy, 2, add more controls/attacks to the avatar, and 3, change the music or add more to it. the problem with music for me, is that at first, its real cool, and makes you feel cool as you destroy waves of enemies, but because of how little content is actually in it, at some point, it sort of fades into background noise and doesnt really add much to the experience. so, ill either replace it with a piece ive already finished, or just add more to it. update 6 (12/20/19) ive started on collision, but i havent actually coded any of it yet because i first need to learn about vector addition and how rays bounce off surfaces. update 7 (12/22/20) now that ive learned about how things bounce off surfaces, ive made it so that when you get hit by an enemy, the knockback force is unable to push you through the wall. its pretty buggy, but ill finalize it when tommorow i learn vector addition. update 8 (12/25/20): so basically im postponing collision, because as it just so happens, vector addition requires knowledge of trigonometry, and im only an eight grader in geometry, so im afraid its going to take quite a bit of learning to finally get it down ahahahah. for now im just going to work on the third enemy, a simple swordsman, not unlike the avatar itself. im currently working on artwork for it. update 9 (1/25/21) i finally changed the music. i added roughly 2 and half minutes of more content, so now its a 3 and a quarter minute loop, which is definitely better than the previous 38 seconds.