Stuff to show

Ok, here we go. This update will start a series of showcases of my recent work that I plan to post rapidly, if it will be manageable. 

In the latter days, I've been teaching Lola how to swim. Since I planned for a swimming mechanics it's a must-have before building levels.  Also I'm on the mission to complete all of the trickiest stuff right away, and everything that is bind with Lola's movement is hardest of them all. So, figuratively speaking, we beat a boss with this one, guys, before dealing with his minions )
What's in this feature. Majorly, there's water that physically responsive to objects that dives in it. There's some new animations for Lola and additional chunk of code that sorts the animation and Lola's movement and shooting, while she swims.
It's still needs polishing, but for constructing levels it'll do.

If it will be a nessesity to complicate the feature, I'll add need for oxygen, right now she's an aquaman. And later I'll update the water look with water-shader or something, after I figure out how to do that.

I finished with the water quicker than I scheduled, so I took the free time before Patreon update to implement a new enemy. Meet Chaser.

Any resemblances with cum cells are accidental. I promise.

If Lola gets close enough, Chaser will try to reach her. If it succeeds, it'll explode. It requires only one unupgraded bullet to destroy it, but it mostly attacks in large groups and it takes a whole heart of health away, so it means business.

I find enemies fun to make. Chaser was a real breeze after the water-work. Now I plan to made a showcase with a lot enemies at once sometime)

Check out the atteched video, if you still didn't, to see the swimming and Chaser in motion.

Alright, I promised to dilute updates about E.R.O. Unit with TDLT features I made. So let's made a little showcase of that game's stuff too.
Let's start with menu.
You may notice that the resolution of the game was changed from 816x624 to 1280x720. That untied hands in a lot of ways. In particular, squeezin information on the screen is no longer a problem.

This menu is coded from zero, the old one was removed. At first, I wanted to have a feature to hide and reveal menu items whenever I need to, but I kept adding to it and ended up remaking the whole thing.

Big Icons that you could use from game-screen are now removed, their functional can be accessed only from the menu now. I guess, everything else you can see on the screenshot is self-explanatory, I'll only emphasize that statictis was added for players to quickly check with progress. To give you, guys, some sence of completion of a build. If you beat every counter - you pretty much done everything.

Speaking of the stuff I replaced - there's new look for shops:

Maybe it's me, but the default one I was using, was uninviting, so to speak. It gave an impression that you paused the game and opened an empty looking menu, kinda spoiling the immersion.

This one is based on a plugin that was reworked significantly. Now shops are having a different layout. It doesn't cover the entire screen, leaving colors of a location visible, so you could feel that you still there. You can see shopkeepers, they're saying something to you while you're looking through their stuff. And you can talk to them in the middle of shopping, instead of a less convenient way of choosing the option to talk or to trade beforehand, then exit the shop to choose another.

Ok, that's it for this update, I'll drop the next one in a few days.

Stay posted, guys!