Update includes: * Worm grass now pulls the player - Color modifies pull strength (red is one level higher than brown) - Worm Strength variable affects pull power * Grass can now have a set direction (project has example of upside-down grass) * Player has reduced movement control in the air, making you slower as well as being more difficult to escape elevated grass * 10/4/23 Fixed brown type from facing the wrong direction. --------------------------------------------------------------------------------------------- Click anywhere on the screen to create more Worm grass. (This may lag slower PCs) Arrow keys to move the player. If the variable slider in the top left is set to 0, the grass will target the player. If set to one, it targets the mouse pointer. Rain World Wiki page on "Worm Grass": https://rainworld.fandom.com/wiki/Worm_Grass The slider in the top right changes the color of the grass, when it's created. Old Version: https://scratch.mit.edu/projects/711413816/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PAE stands for "Procedural Animation Experiment". Procedural Animation (PA) is a type of animation, in which the object is not animated using multiple frames and pictures. It is instead made of multiple moving parts, such as an arm and leg, that all connect together to give the appearance of a single, animated object. This project is based off of the "Worm Grass" from the Rain World video game, an environmental hazard that appears in some places on the map. Rain World is known for having every creature and plant in the game being animated using PA. I plan to make more of these projects in the future, making more complicated animations such as moving limbs and heads on creatures. There are many ways to create PA, such as recording positions on an array (called a list, on Scratch).