Orblike Visual and Aural Consistency
Summary
Comprehensive visual and audio polish pass across all Orblike abilities. Audited each ability for style consistency, then fixed abilities whose visuals or sounds didn't match the game's dashed-line aesthetic. Also implemented the "unstoppable" modifier and several gameplay tweaks.
Ability Audit Setup:
- Added ability cycling system (Z/X keys) on orb 1 with HUD text showing current ability name and index
- User went through all 23 abilities and flagged issues: windfield, arc, ball_lightning, beam, cyclone, dash_strike, railgun, psylance, wind_slash
- Later removed cycling code after audit was complete
Quick Parameter Tweaks:
- Arc:
chain_count3 → 6 for more satisfying chain lightning - Ball Lightning:
cast_tick_ratechanged fromcooldown * 2to justcooldown(arc fires every 0.5s instead of 1.0s). Added todo item for future balancing review - Dash Strike:
hit_delay_per0.03 → 0.02 for faster sequential hits. Added post-landing movement lock — player frozen during hit sequence, unlocked after final hit_stop resolves. Usedif/elsewrapping movement block instead ofgoto(Luagotocan't jump over local declarations)
Unstoppable Modifier:
- New modifier preventing movement speed reduction below base value
- Player-level: all
speed_multpenalties from any ability clamped to 1.0, dash_strike landing lock skipped - Orb-level: only that orb's
speed_multpenalty ignored, only that orb's landing lock skipped - Added
has_mod(name)helper to bothorbandplayerclasses - Applied at 5 points: beam speed_buffs, cyclone speed_buffs, psylance speed_buffs, player hold abilities, null cyclone
null_move_speed - Design decision: player-level unstoppable does NOT affect null conversion orb speed — "the orb is its own entity"
- Dash strike checks
self.dash_strike_mods.unstoppable(merged player+orb mods) to skip both the velocity freeze and the delayed unlock timer
Beam Endpoint Visual:
- Added pulsing circle at beam tip using orb's existing spring system (
self.spring:add('beam_tip', 1)) - Spring pulls on each damage tick, white flash on tick (decays at
dt*8), returns to beam color - Initially tried creating a separate spring object as child — crashed because it overwrote
self.spring. Fixed by adding a named spring to the existing spring object - Particles spawn from tip on each tick: 2 particles in random directions, same style as source particles (velocity 40-120, duration 0.2-0.4, w 4/6, color fade)
Wind Slash Visual Rework:
- Original: thick tapering line segments forming a solid-looking crescent — didn't match game's dashed-line style
- User's key insight: "no elements in the game that remain on the screen for a long time are 'filled up' other than the player and enemies"
- Final approach: stencil mask for uniform alpha fill (alpha 40) + closed outline (outer edge, semicircle head cap, inner edge) using 2px lines
- Crescent tapers to 0 width at tail (was stopping at 2)
- Dashing on outline with head and tail segments always visible, middle uses dash pattern (
is_dashfunction checks segment index) - Iterated through: solid fill only → double outline (looked like rainbow) → closed outline solid → closed outline dashed → final with head/tail always drawn
- Spin speed temporarily set to 0 for visual debugging, restored to original
math.pi*6formula
Railgun Visual Rework:
- Replaced spritesheet effects (
fx_sparks_032,fx_sparks_022) andbeam_particleobjects with standardhit_circle+hit_effect+hit_particle - Rewrote
railgun_flashobject: instead of uniform width tween to 0, now generates dash segments grouped into clumps of 2-4 that get eaten from both ends toward their center - Clumps use
visible_start/visible_endtweened towardmidwith staggered delays (0 toduration*0.4) - Preview line: linear alpha fade from 255 to 40 over full length using
draw_dashed_path_alpha - Preview/fire line offset matched at 16px from player
- Muzzle burst: hit_circle (radius 10),
fx_energy_122(s=1, speed=0.05), 3-tier particle cone (12 dense short + 6 mid-range elongated + 3 long-reach fast), hit_stop 0.06s, player spring pull 0.75 - Homing preview: rewrote to use shared
build_homing_pathfunction (was buggy — extended past range, jerky movement)
Psylance Visual Rework:
- Gather phase side lines: switched from
draw_dashed_pathtodraw_dashed_path_alpha(255→40 fade) - Damage phase: replaced fading side lines + advancing center line with 3
railgun_flashobjects (center + both sides) that collapse in clumps - Replaced
fx_sparks_070spritesheet withfx_energy_122+ hit_circle + cone particles - Enemy hit effects: 4 particles with random angles, velocity 100-250, w 8-12, h=2, 50% chance to fade to red. User iterated on these values
Shared Systems Extracted:
build_homing_path(args, stored, dt): shared path building with step-by-step homing simulation + lerp smoothing. Used by both beam and railgun. Args: x, y, r, max_length, homing, returning_arc, arc_dir, return_x, return_ydraw_dashed_path_alpha(path, dash_len, gap_len, line_w, base_color, start_alpha, end_alpha): dashed path with per-segment linear alpha interpolation. Used by railgun preview (straight and curved)
Cyclone Sound Rework:
- Replaced repeated
sfx('wind_whoosh_1')calls with proper loopingsfx_handleforhurricane_loop(Neutral_Hurricane_Loop.ogg) - Added hurricane start sound (RPG3_WindMagicEpic_Hurricane01v3_Short) on cyclone activation
- Loop fades in over 0.5s on start (volume 0 → target via tween +
sound_handle_set_volume) - Loop fades out over 0.3s on stop (perceptual curve via v*v)
- Volume adjustments: hurricane_loop 0.819, hurricane_start 0.575, wind_whoosh_2 0.378
Windfield Sound:
- Swapped area sound from
fireball_hit(placeholder) towindmagic_epic_impact(RPG3_WindMagicEpic_Impact02) - Briefly tried RPG3_WindMagic_Impact02 with 1s spawn delay to match sound windup, reverted — too complex for the benefit
- Volume 0.26
Sound Processing Pipeline:
- All new sounds converted: WAV → OGG (
libvorbis -q:a 10) → lightmed bitcrushed variant (acrusher=bits=10:samples=3:mix=1:mode=lin) - Volume normalization:
ffmpeg -af volumedetect, formula0.5 * 10^((-24 - mean_dB) / 20)
Todo Updates:
- Removed shockwave sounds item (ability no longer exists)
- Added ball lightning cast_tick_rate as future balancing item
- Updated next session and recently implemented sections
Let's continue on Orblike. Let's focusing on improving the game's feeling visually and... sonorally? What's the correct comparative word for sound/audio here?
The word you're looking for is aurally (from "aural," relating to the ear/hearing). "Sonically" also works but is slightly more informal. "Sonorally" isn't standard — though "sonorous" is a real adjective, it doesn't have an adverb form that's commonly used that way.
Let me get acquainted with the Orblike codebase.
Read (E:\a327ex\Orblike\ORBS.md)
File does not exist. Note: your current working directory is E:\a327ex.
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor') {
9→ width = 640, -- game resolution width (default: 480)
10→ height = 360, -- game resolution height (default: 270)
11→ title = "My Game", -- window title (default: "Anchor")
12→ scale = 2, -- initial window scale (default: 3)
13→ vsync = true, -- vertical sync (default: true)
14→ fullscreen = false, -- start fullscreen (default: false)
15→ resizable = true, -- window resizable (default: true)
16→ filter = "rough", -- "rough" or "smooth" (default: "rough")
17→}
18→```
19→
20→## Root Object (an)
21→
22→### Engine State (Static)
23→```
24→an.width -> int -- game resolution width
25→an.height -> int -- game resolution height
26→an.dt -> number -- fixed delta time (1/120)
27→an.platform -> string -- "web" or "windows"
28→```
29→
30→### Engine State (Dynamic - updated every frame)
... [610 more lines]
main.lua is large. Let me find ORBS.md and read the beginning of main.lua to understand the current state.
Glob (Orblike/*/.md)
E:\a327ex\Orblike\reference\SNKRX\devlog.md
E:\a327ex\Orblike\reference\SNKRX\README.md
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md
E:\a327ex\Orblike\reference\001-No-title\todo.md
E:\a327ex\Orblike\reference\239A5-P60B91D\main.md
E:\a327ex\Orblike\reference\Rekoyam Tsohg\todo.md
E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md
E:\a327ex\Orblike\reference\snkrx_style_effects.md
E:\a327ex\Orblike\reference\implementation_plan.md
E:\a327ex\Orblike\orbs\system_design.md
E:\a327ex\Orblike\orbs\ability_reference.md
E:\a327ex\Orblike\reference\area_modifiers_analysis.md
E:\a327ex\Orblike\reference\three_phase_system.md
E:\a327ex\Orblike\orblike_ability_system.md
E:\a327ex\Orblike\orbs\ability_design_reference.md
E:\a327ex\Orblike\reference\ability_modifier_map.md
E:\a327ex\Orblike\tags.md
E:\a327ex\Orblike\interactions.md
E:\a327ex\Orblike\todo.md
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({width = 480, height = 270, scale = 3})
2→
3→gw, gh = an.width, an.height
4→
5→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→ caustic_arrow_fire = 0.5,
13→ caustic_arrow_zone = 0.7,
14→ dot_tick = 0.49,
15→ shockwave = 0.5,
16→ fissure_cast_1 = 0.5,
17→ fissure_cast_2 = 0.55,
18→ frost_nova_cast = 0.8,
19→ windfield_cast = 0.6,
20→ arc_cast = 0.55,
21→ arc_hit = 0.4,
22→ beam_cast = 0.42,
23→ beam_drone = 0.37,
24→ formation_activate = 0.5,
25→ formation_activate2 = 0.9,
26→ formation_deactivate = 0.55,
27→ formation_activate3 = 0.5,
28→ formation_activate4 = 0.53,
29→ formation_deactivate2 = 0.66,
30→ wind_whoosh_1 = 0.14,
... [170 more lines]
Let me read more of the file structure and current state.
Read (E:\a327ex\Orblike\main.lua)
200→ an:sound_play(name .. sound_mode, vol, pitch)
201→ if recording then
202→ recording_sound_log[#recording_sound_log + 1] = {
203→ sound = name .. sound_mode,
204→ base_name = name,
205→ step = an.step,
206→ volume = vol or 1,
207→ pitch = pitch,
208→ }
209→ end
210→ end
211→end
212→
213→local sfx_handle_counter = 0
214→local sfx_handle_to_recording_id = {}
215→function sfx_handle(name, vol, pitch)
216→ profiler:on_sound()
217→ pitch = pitch or an.random:float(0.95, 1.05)
218→ local handle = an:sound_play_handle(name .. sound_mode, vol, pitch)
219→ if recording then
220→ sfx_handle_counter = sfx_handle_counter + 1
221→ local id = sfx_handle_counter
222→ sfx_handle_to_recording_id[handle] = id
223→ recording_sound_log[#recording_sound_log + 1] = {
224→ sound = name .. sound_mode,
225→ base_name = name,
226→ step = an.step,
227→ volume = vol or 1,
228→ pitch = pitch,
229→ handle_id = id,
... [170 more lines]
Read (E:\a327ex\Orblike\todo.md)
1→# To Do
2→
3→## Next Session
4→Either:
5→- **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
6→- **Visual polish** — Some abilities don't match the visual style. Review and unify visuals across all abilities.
7→
8→## Recently Implemented
9→- ~~**Righteous Fire**~~ — Toggle fire aura. Done.
10→- ~~**Wind Slash**~~ — Spinning crescent projectile with return (was "Freezing Pulse"). Done.
11→- ~~**Psylance**~~ — Channeled two-phase force lance. Done.
12→- ~~**Railgun**~~ — Charged instant piercing line with chain/homing. Done.
13→- ~~**Big Rock**~~ — Arced rock throw with physics fragments. Done. (Still need to test: null_conversion, ability_copy, ability_echo)
14→- ~~**cast_on_apex**~~ — New modifier. Fires linked ability at projectile turning point. Done.
15→
16→## Abilities — SNKRX-Inspired
17→
18→Each ability lists 2 build fantasies to ensure modifier diversity. SNKRX source character in parentheses.
19→
20→- **Blade Vortex** (Spellblade) — Spinning blades orbit the player, hitting enemies they pass through. Each cast adds a blade up to max. Blades expire over time.
21→ - Fantasy A: Stack max blades + orbit_radius → passive death aura that clears everything nearby
22→ - Fantasy B: Null conversion → blades orbit the orb, deploy it as a remote autonomous turret
23→
24→- **Ball Lightning** (Sage) — Slow-moving orb that repeatedly ticks damage to everything in its radius as it travels. Inherent pierce. Slow speed = more ticks per enemy. Sage's pull becomes magnetic_area.
25→ - Fantasy A: projectile_speed- (slower = more hits) + area+ → crawling death sphere
26→ - Fantasy B: spread+nova → screen full of slow damaging orbs, total area denial
27→ - Sage Lv.3 "Dimension Compression": cast_on_expire → massive damage to everything still in range when orb expires
28→
29→- **Contagion** (Plague Doctor Lv.3) — Apply a DoT to target area. When enemies die while afflicted, the DoT spreads to all nearby enemies. Chain reaction through dense packs.
30→ - Fantasy A: High damage DoT + dense packs → one cast clears a screen via cascading deaths
... [193 more lines]
Good timing — your todo.md already has a rich backlog of visual and sound ideas. Let me surface the main categories so we can pick a direction:
Visual improvements documented:
- Hit/Death effects — anime slash effects, screen slices, negative flash frames, disintegration into fragments, screen cracks, lingering slash marks
- Impact feel — particle vacuum before explosions, speed ramping (fast→slow→fast), impact displacement, chromatic aberration pulse, hit-stop escalation
- Motion/Movement — converging speed lines, ghost/echo replay, afterimage trails, dust kick-up, motion smear
- Ambient/Area — heat haze distortion, ground scarring, electricity arcing between enemies, zone edge crackle
- Camera — zoom punch on big hits, directional camera lag, kill cam slow-zoom
Sound improvements documented:
- Shockwave — needs proper cast/hit sounds (currently placeholder)
- Charging sound — better charging loop sound needed
The todo also flags: "Visual polish — Some abilities don't match the visual style. Review and unify visuals across all abilities."
What appeals most to you? Some options for where to start:
- High-impact, low-effort: zoom punch, hit-stop escalation, and lingering slash marks are relatively simple but would add a lot of feel
- Systemic: disintegration death effect would change the feel of every kill across all abilities
- Polish pass: audit each ability's visuals for style consistency
- Sound: tackle the placeholder sounds
Or something else entirely — what's on your mind?
Let's go on each ability 1 by 1 and let me test the ability to see if it feels right. Lots of abilities match visually and have decent sounds, but some abilities feel incorrect. Give me a key to swap to next/previous ability in orb 1, and let me go through all abilities we have implemented. I'll then flag which ones are incorrect and we'll work on them sequentially.
Let me find how abilities are set up and how input bindings work currently.
Agent
[
{
"type": "text",
"text": "Perfect! Now I have all the information. Let me compile a comprehensive report with the exact line numbers and code snippets:\n\n## Summary of Key Elements in Orblike/main.lua\n\n### 1. **Complete List of Implemented Abilities** (Lines 636-902)\n\nThe abilities table is defined at **line 636** and contains these abilities:\n\n```lua\nabilities = {\n fireball, -- line 637\n null_arrow, -- line 646\n fissure, -- line 657\n windfield, -- line 670\n arc, -- line 687\n frost_nova, -- line 696\n earthquake, -- line 708\n ball_lightning, -- line 723\n lance, -- line 736\n wall, -- line 744\n snake, -- line 752\n random_cast, -- line 760\n beam, -- line 768\n deploy, -- line 780\n cyclone, -- line 789\n asal, -- line 800\n flicker_strike, -- line 813\n dash_strike, -- line 825\n big_rock, -- line 837\n railgun, -- line 849\n psylance, -- line 861\n wind_slash, -- line 874\n righteous_fire, -- line 888\n}\n```\n\n### 2. **How Orbs Get Their Abilities Assigned** (Lines 7796-7804)\n\nAbilities are assigned to orbs at **lines 7796-7804** in the game initialization section:\n\n```lua\nadd_orbs(4)\norbs[1]:add_ability('big_rock')\norbs[1]:add_modifier('knockback+++')\norbs[2]:add_ability('big_rock')\norbs[2]:add_modifier('magnetic_area')\norbs[3]:add_ability('big_rock')\norbs[3]:add_modifier('ability_echo', 3)\norbs[4]:add_ability('big_rock')\norbs[4]:add_modifier('cast_on_apex', 'arc')\n```\n\nThe **`orb:add_ability()` method** is defined at **lines 1033-1035**:\n\n```lua\nfunction orb:add_ability(ability_name)\n table.insert(self.slots, {type = 'ability', name = ability_name})\nend\n```\n\nAdditionally, there's a **`player:add_ability()` method** at **lines 4656-4658**:\n\n```lua\nfunction player:add_ability(ability_name, bind)\n table.insert(self.slots, {type = 'ability', name = ability_name, bind = bind, cooldown = 0})\nend\n```\n\n### 3. **Input Bindings Setup** (Lines 4385-4392)\n\nThe input bindings are set up with **`an:bind()` calls at lines 4385-4392**:\n\n```lua\n-- Input\nan:bind('left', 'key:a')\nan:bind('left', 'key:left')\nan:bind('right', 'key:d')\nan:bind('right', 'key:right')\nan:bind('up', 'key:w')\nan:bind('up', 'key:up')\nan:bind('down', 'key:s')\nan:bind('down', 'key:down')\n```\n\nAdditionally, **orb keybinds are defined at lines 905-912**:\n\n```lua\norb_keybinds = {\n {mouse = 1},\n {mouse = 3},\n {key = 'q'},\n {key = 'e'},\n {key = 'r'},\n {key = 't'},\n}\n```\n\n### 4. **Game Initialization** (Lines 7792-7804)\n\nThe game state initialization happens at the end of the file at **lines 7792-7804**:\n\n```lua\n-- Spawn player\np1 = player(gw/2, gh/2)\nan:add(p1)\n\nadd_orbs(4)\norbs[1]:add_ability('big_rock')\norbs[1]:add_modifier('knockback+++')\norbs[2]:add_ability('big_rock')\norbs[2]:add_modifier('magnetic_area')\norbs[3]:add_ability('big_rock')\norbs[3]:add_modifier('ability_echo', 3)\norbs[4]:add_ability('big_rock')\norbs[4]:add_modifier('cast_on_apex', 'arc')\n```\n\nThe **player object is instantiated at line 7793** and added to the scene at line 7794.\n\nThe **`add_orbs()` function is at lines 4365-4369** which calls `add_orb()` N times. The **`add_orb()` function is at lines 4358-4363**.\n\nThe **player:new() initialization is at lines 4614-4641** which initializes empty slots: `self.slots = {}` (line 4634)."
},
{
"type": "text",
"text": "agentId: a5c842e7b63f30422 (use SendMessage with to: 'a5c842e7b63f30422' to continue this agent)\n<usage>total_tokens: 36801\ntool_uses: 14\nduration_ms: 38503</usage>"
}
]
Good. Now let me read the exact ability table structure and the orb initialization to write the cycling code.
Read (E:\a327ex\Orblike\main.lua)
636→abilities = {
637→ fireball = {
638→ activation = 'manual',
639→ tags = {'area', 'fire', 'projectile'},
640→ cooldown = 0.5,
641→ color = blue,
642→ fire_sound = 'fireball_fire',
643→ area_sound = 'fireball_hit',
644→ area_radius = 25,
645→ },
646→ null_arrow = {
647→ activation = 'manual',
648→ tags = {'area', 'duration', 'null', 'projectile'},
649→ cooldown = 0.5,
650→ color = purple,
651→ fire_sound = 'caustic_arrow_fire',
652→ area_sound = 'fireball_hit',
653→ area_radius = 33,
654→ area_duration = 4,
655→ area_tick_rate = 0.5,
656→ },
657→ fissure = {
658→ activation = 'manual',
659→ tags = {'area', 'earth', 'melee'},
660→ cooldown = 0.8,
661→ carrier = 'melee',
662→ color = yellow,
663→ cast_sounds = {'fissure_cast_1'},
664→ hit_sound = 'fireball_hit',
665→ area_radius = 14,
... [240 more lines]
Read (E:\a327ex\Orblike\main.lua)
1020→ self.spring:pull('main', 0.75, 3, 0.7)
1021→ self.flashing = true
1022→ self.timer:after(0.2, 'flash', function() self.flashing = false end)
1023→ an:add(hit_circle(self.x, self.y, {radius = 8, duration = 0.25}))
1024→ for i = 1, 3 do
1025→ an:add(hit_particle(self.x, self.y, {
1026→ velocity = an.random:float(60, 150),
1027→ duration = an.random:float(0.2, 0.4),
1028→ w = an.random:choice({4, 6}),
1029→ }))
1030→ end
1031→end
1032→
1033→function orb:add_ability(ability_name)
1034→ table.insert(self.slots, {type = 'ability', name = ability_name})
1035→end
1036→
1037→function orb:add_modifier(name, value)
1038→ table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
1039→end
1040→
1041→function orb:remove_modifier(name)
1042→ for i = #self.slots, 1, -1 do
1043→ if self.slots[i].type == 'modifier' and self.slots[i].name == name then
1044→ table.remove(self.slots, i)
1045→ return
1046→ end
1047→ end
1048→end
1049→
... [20 more lines]
Now let me see the end of the file where initialization happens, and check if there's an ordered ability list already.
Read (E:\a327ex\Orblike\main.lua)
7780→ else
7781→ c.a = math.remap(t, 0.5, 1, 255, 0)
7782→ end
7783→ end
7784→ if not self.done or #self.trail > 0 then
7785→ game:push(self.x, self.y, self.r, s, s)
7786→ game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
7787→ game:pop()
7788→ end
7789→end
7790→
7791→
7792→-- Spawn player
7793→p1 = player(gw/2, gh/2)
7794→an:add(p1)
7795→
7796→add_orbs(4)
7797→orbs[1]:add_ability('big_rock')
7798→orbs[1]:add_modifier('knockback+++')
7799→orbs[2]:add_ability('big_rock')
7800→orbs[2]:add_modifier('magnetic_area')
7801→orbs[3]:add_ability('big_rock')
7802→orbs[3]:add_modifier('ability_echo', 3)
7803→orbs[4]:add_ability('big_rock')
7804→orbs[4]:add_modifier('cast_on_apex', 'arc')
7805→
7806→
7807→-- Shockwave visual effect
7808→shockwaves = {}
7809→function add_shockwave(wx, wy, light, scale)
... [50 more lines]
Read (E:\a327ex\Orblike\main.lua)
903→
904→-- Orb keybinds
905→orb_keybinds = {
906→ {mouse = 1},
907→ {mouse = 3},
908→ {key = 'q'},
909→ {key = 'e'},
910→ {key = 'r'},
911→ {key = 't'},
912→}
913→
914→function orb_input_down(slot)
915→ local bind = orb_keybinds[slot]
916→ if not bind then return false end
917→ if bind.mouse then return an:mouse_is_down(bind.mouse) end
918→ if bind.key then return an:key_is_down(bind.key) end
919→ return false
920→end
921→
922→function orb_input_pressed(slot)
923→ local bind = orb_keybinds[slot]
924→ if not bind then return false end
925→ if bind.mouse then return an:mouse_is_pressed(bind.mouse) end
926→ if bind.key then return an:key_is_pressed(bind.key) end
927→ return false
928→end
929→
930→-- Orb
931→orb_min_orbit = 16
932→orb_max_orbit = 64
Let me find where the game draws HUD/text so I can show the current ability name.
Grep (layer:text()
No matches found
[Showing results with pagination = limit: 15, offset: 0]
Grep (an:font()
4565:an:font('pf', 'assets/LanaPixel.ttf', 11)
Let me check the layer setup and find a good UI layer.
Grep (an:layer()
4400:bg = an:layer('bg')
4401:below_game = an:layer('below_game')
4402:game = an:layer('game')
4403:effects = an:layer('effects')
Read (E:\a327ex\Orblike\main.lua)
4400→bg = an:layer('bg')
4401→below_game = an:layer('below_game')
4402→game = an:layer('game')
4403→effects = an:layer('effects')
4404→
4405→-- Shaders
4406→an:shader('shockwave', 'assets/shockwave.frag')
4407→an:spritesheet('hit1', 'assets/hit1.png', 96, 48)
4408→an:spritesheet('fx_energy_017', 'assets/fx_energy_017.png', 96, 96)
4409→an:spritesheet('fx_energy_122', 'assets/fx_energy_122.png', 96, 96)
4410→an:spritesheet('fx_sparks_019', 'assets/fx_sparks_019.png', 96, 96)
4411→an:spritesheet('fx_sparks_070', 'assets/fx_sparks_070.png', 96, 96)
4412→an:spritesheet('fx_sparks_072', 'assets/fx_sparks_072.png', 96, 96)
4413→an:spritesheet('fx_smoke_005', 'assets/fx_smoke_005.png', 96, 96)
4414→an:spritesheet('fx_sparks_022', 'assets/fx_sparks_022.png', 96, 96)
4415→an:spritesheet('fx_sparks_032', 'assets/fx_sparks_032.png', 96, 96)
4416→
4417→-- FX spritesheets (commented out to reduce loading times — uncomment as needed)
4418→--[[
4419→fx_list = {
4420→ -- Electricity
4421→ {name = 'fx_elec_001', file = 'assets/fx_elec_001.png', size = 96, label = 'Electricity 001 Hit Explosion Up'},
4422→ {name = 'fx_elec_013', file = 'assets/fx_elec_013.png', size = 96, label = 'Electricity 013 Up Loop'},
4423→ {name = 'fx_elec_020', file = 'assets/fx_elec_020.png', size = 96, label = 'Electricity 020 Ray Shot Up'},
4424→ {name = 'fx_elec_025', file = 'assets/fx_elec_025.png', size = 96, label = 'Electricity 025 Hit Explosion Radial'},
4425→ {name = 'fx_elec_027', file = 'assets/fx_elec_027.png', size = 96, label = 'Electricity 027 Hit Explosion Radial'},
4426→ {name = 'fx_elec_036', file = 'assets/fx_elec_036.png', size = 96, label = 'Electricity 036 Explosion Right MIX'},
4427→ {name = 'fx_elec_050', file = 'assets/fx_elec_050.png', size = 96, label = 'Electricity 050 Charge Radial'},
4428→ {name = 'fx_elec_052', file = 'assets/fx_elec_052.png', size = 96, label = 'Electricity 052 Charge Radial'},
4429→ -- Energy
Let me find where the render pass happens to add the HUD text.
Grep (game:render()|effects:render()|bg:render())
4590: bg:render()
4591: below_game:render()
4592: game:render()
4593: effects:render()
Read (E:\a327ex\Orblike\main.lua)
4570→ profiler:draw()
4571→
4572→ -- Queue shockwave shader commands before render so they're processed during render
4573→ for _, sw in ipairs(shockwaves) do
4574→ if sw.delay and sw.delay > 0 then goto continue end
4575→ local u = (sw.wx - an.camera.x + gw/2)/gw
4576→ local v = 1 - (sw.wy - an.camera.y + gh/2)/gh
4577→ local r_uv = sw.radius/gh
4578→ for _, layer in ipairs({bg, game}) do
4579→ layer:shader_set_vec2(an.shaders.shockwave, 'u_center', u, v)
4580→ layer:shader_set_float(an.shaders.shockwave, 'u_radius', r_uv)
4581→ layer:shader_set_float(an.shaders.shockwave, 'u_thickness', sw.thickness)
4582→ layer:shader_set_float(an.shaders.shockwave, 'u_strength', sw.strength)
4583→ layer:shader_set_float(an.shaders.shockwave, 'u_aspect', gw/gh)
4584→ layer:shader_set_float(an.shaders.shockwave, 'u_max_radius', sw.max_radius/gh)
4585→ layer:apply_shader(an.shaders.shockwave)
4586→ end
4587→ ::continue::
4588→ end
4589→
4590→ bg:render()
4591→ below_game:render()
4592→ game:render()
4593→ effects:render()
4594→
4595→ bg:draw()
4596→ below_game:draw()
4597→ game:draw()
4598→ effects:draw()
4599→ if recording then
... [30 more lines]
Now I have the full picture. Here's my plan:
- Add an
ability_namesordered list after the abilities table - Add
[/]key bindings for prev/next - Add cycling logic in the early_action block (where F1 slow-mo already lives)
- Draw the ability name on screen in the draw function
- Set orb 1 to start with the first ability
Does this look right? One question: when cycling, should I strip all modifiers from orb 1 so you're seeing each ability "clean," or keep whatever modifiers are currently on it?
Use left and right arrow instead
Left/right arrows are currently also bound to movement — I'll unbind them since WASD covers that. And I'll strip modifiers for clean testing since you're auditing each ability individually.
Read (E:\a327ex\Orblike\main.lua)
4383→
4384→-- Input
4385→an:bind('left', 'key:a')
4386→an:bind('left', 'key:left')
4387→an:bind('right', 'key:d')
4388→an:bind('right', 'key:right')
4389→an:bind('up', 'key:w')
4390→an:bind('up', 'key:up')
4391→an:bind('down', 'key:s')
4392→an:bind('down', 'key:down')
4393→
4394→-- Camera
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the ordered ability names list after the abilities table:
Read (E:\a327ex\Orblike\main.lua)
900→ steady_rotation = true,
901→ },
902→}
903→
904→-- Orb keybinds
905→orb_keybinds = {
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the cycling logic in the early_action block and the HUD text in the draw function:
Read (E:\a327ex\Orblike\main.lua)
7828→an:early_action(function()
7829→ cached_enemies = an:all('enemy')
7830→ -- Slow-mo toggle
7831→ if an:key_is_pressed('f1') then
7832→ if an.time_scale == 1 then an.time_scale = 0.2 else an.time_scale = 1 end
7833→ end
7834→end)
7835→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the ability name HUD text. Let me add it in the draw function after the layers are drawn:
Read (E:\a327ex\Orblike\main.lua)
4598→ below_game:render()
4599→ game:render()
4600→ effects:render()
4601→
4602→ bg:draw()
4603→ below_game:draw()
4604→ game:draw()
4605→ effects:draw()
4606→ if recording then
4607→ -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
4608→ local steps_elapsed = an.step - recording_last_step
4609→ local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
4610→ for i = 1, frames_to_capture do
4611→ engine_record_frame()
4612→ recording_frame = recording_frame + 1
4613→ end
4614→ recording_last_step = recording_last_step + frames_to_capture*2
4615→ end
4616→end
4617→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set orb 1 to start with fireball (first in the list) instead of big_rock, and strip its modifier:
Read (E:\a327ex\Orblike\main.lua)
7799→ end
7800→end
7801→
7802→
7803→-- Spawn player
7804→p1 = player(gw/2, gh/2)
7805→an:add(p1)
7806→
7807→add_orbs(4)
7808→orbs[1]:add_ability('big_rock')
7809→orbs[1]:add_modifier('knockback+++')
7810→orbs[2]:add_ability('big_rock')
7811→orbs[2]:add_modifier('magnetic_area')
7812→orbs[3]:add_ability('big_rock')
7813→orbs[3]:add_modifier('ability_echo', 3)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Good catch. Let me revert the arrow key movement bindings and use z/x instead — they're adjacent on the keyboard and unused.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the cycling logic to use z/x:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Here's the summary:
- Z = previous ability, X = next ability (on orb 1, no modifiers)
- Top-left HUD shows
1/23 fireballin the ability's color - Starts on fireball, cycles through all 23 abilities
- Orbs 2-4 still have their big_rock setups for comparison/enemies
Give it a try and flag which abilities feel off.
Remove all abilities from other orbs and modifiers too
Read (E:\a327ex\Orblike\main.lua)
7806→p1 = player(gw/2, gh/2)
7807→an:add(p1)
7808→
7809→add_orbs(4)
7810→orbs[1]:add_ability('fireball')
7811→orbs[2]:add_ability('big_rock')
7812→orbs[2]:add_modifier('magnetic_area')
7813→orbs[3]:add_ability('big_rock')
7814→orbs[3]:add_modifier('ability_echo', 3)
7815→orbs[4]:add_ability('big_rock')
7816→orbs[4]:add_modifier('cast_on_apex', 'arc')
7817→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done — just 1 orb now, clean fireball, no modifiers.
Windfield: could use a more distinctive wind sound for the area spawned. Arc: default chain needs to be a higher value. Ball Lightning: the cast rate for Arc is too low, we need to figure out a way to set values for it either through a system that works for every ability, or manually by ability. Beam: needs a little circle at the end of the beam with particles coming out of it, and also a better more aggressive sound for the beam loop. Cyclone: needs more distinctive wind sound or higher volume on the sound it does use. Dash Strike: delayed hits could be a bit faster, player should be locked in place for a little while after landing Railgun: particles make the line look like it doesn't belong with the rest of the game visually, need to a find a different way of drawing a quick line like that that's more in line with the rest of the game's lines Psylance: exactly the same as railgun. It's possible that the "line attack" just doesn't feel good if we can't find a way to make both of these feel good and we should scrap it. Wind Slash: the projectile feels good and the sounds are fine, but visually it also looks like it doesn't belong in the game. Aside from quick visual effects from animations, no elements in the game that remain on the screen for a long time are "filled up" other than the player and enemies. Every other element either uses dashed lines or corner lines to mark them, filled up with an alpha layer. We should probably try something similar for the wind slash, making its borders define the slash with an alpha inside if necessary. General: we need to find better sound for charging things up, since we use the same for multiple abilities.
Good audit. Let me organize these by complexity so we can pick a starting order:
Quick parameter tweaks:
- Arc: bump
chain_count(currently 3) - Ball Lightning: need to pass custom values to the sub-ability arc cast
- Dash Strike: faster
hit_delay_per+ add post-landing lock
Sound work:
- Windfield: more distinctive wind area sound
- Cyclone: more distinctive wind / higher volume
- Beam: more aggressive loop sound
- General: varied charging sounds
Visual reworks (bigger):
- Beam: circle + particles at endpoint
- Wind Slash: switch from filled shape to dashed/corner-line style with alpha fill
- Railgun: rethink the line visual to match game's line aesthetic
- Psylance: same problem as railgun
The railgun/psylance/wind slash issues all share the same root concern — elements that look "filled" and foreign to the game's dashed-line visual language. Solving one probably solves the pattern for all three.
Which do you want to start with? I'd suggest either:
- Quick tweaks first (arc, ball lightning, dash strike) to knock out easy wins
- Wind slash visual first since it's the clearest articulation of the style problem, and the solution would inform railgun/psylance too
Let's do the smallest tweaks first: bump default arc chain to 6, tell me how the ball lightning tick rate works for abilities currently, and the dash strike hit delay.
Read (E:\a327ex\Orblike\main.lua)
687→ arc = {
688→ activation = 'manual',
689→ tags = {'chain', 'lightning'},
690→ cooldown = 0.5,
691→ carrier = 'chain',
692→ color = blue,
693→ chain_count = 3,
694→ chain_range = 80,
695→ },
696→ frost_nova = {
Grep (cast_tick_ability|cast_tick)
732: cast_tick_ability = 'arc',
5070: local tick_ability_name = self.mods.cast_on_tick or def.cast_tick_ability or 'arc'
5072: self.bl_cast_tick_rate = (tick_def and tick_def.cooldown or 1)*2
5073: self.bl_cast_tick_ability = tick_ability_name
5105: self.timer:every(self.bl_cast_tick_rate, 'bl_cast_tick', function()
5106: local cast_name = self.bl_cast_tick_ability
Grep (hit_delay_start|hit_delay_per|post.land|lock.after)
834: hit_delay_start = 0.04,
835: hit_delay_per = 0.03,
2011: local delay = def.hit_delay_start
2064: delay = delay + def.hit_delay_per
7728: local delay = self.def.hit_delay_start
7772: delay = delay + self.def.hit_delay_per
Let me read the ball lightning tick rate logic more closely, and the dash strike landing code:
Read (E:\a327ex\Orblike\main.lua)
5065→ self.pierce = math.huge
5066→ self.damage = 0
5067→ self.origin_x, self.origin_y = x, y
5068→ if not self.distance_traveled then self.distance_traveled = 0 end
5069→ self.max_range = def.max_range or 200
5070→ local tick_ability_name = self.mods.cast_on_tick or def.cast_tick_ability or 'arc'
5071→ local tick_def = abilities[tick_ability_name]
5072→ self.bl_cast_tick_rate = (tick_def and tick_def.cooldown or 1)*2
5073→ self.bl_cast_tick_ability = tick_ability_name
5074→ end
5075→
5076→ if self.is_ball_lightning then
5077→ self:add(collider('projectile', 'dynamic', 'circle', 4, {sensor = true}))
5078→ elseif self.arc_shape then
5079→ self:add(collider('projectile', 'dynamic', 'box', self.h, self.h, {sensor = true}))
5080→ else
5081→ self:add(collider('projectile', 'dynamic', 'box', self.w, self.h, {sensor = true}))
5082→ end
5083→ self.collider:set_gravity_scale(0)
5084→ self.collider:set_fixed_rotation(true)
5085→ self.collider:set_angle(self.r)
5086→ self.collider:set_position(self.x, self.y)
5087→
5088→ self:add(timer())
5089→ self:add(spring())
5090→ self.spring:add('main', 1)
5091→ self.spring:pull('main', 0.5)
5092→ self.flashing = true
5093→ self.timer:after(0.2, 'flash', function() self.flashing = false end)
5094→
... [20 more lines]
Read (E:\a327ex\Orblike\main.lua)
2005→ else
2006→ p1.dash_strike_active = false
2007→ p1.asal_dashing = false
2008→ p1.active_movement_mods = nil
2009→ end
2010→ -- Progressive hits with anime delay
2011→ local delay = def.hit_delay_start
2012→ local dash_mods = self.dash_strike_mods
2013→ for i, e in ipairs(self.dash_strike_hit_list) do
2014→ self.timer:after(delay, function()
2015→ if not e.dead then
2016→ local hit_r = self.dash_strike_r + math.pi
2017→ -- Build strike targets: primary + multistrike extras
2018→ local strike_targets = {e}
2019→ local ms = dash_mods and dash_mods.multistrike
2020→ if ms and ms > 1 then
2021→ local sorted = {}
2022→ for _, e2 in ipairs(cached_enemies) do
2023→ if not e2.dead and e2 ~= e and not self.dash_strike_hit_set[e2] then
2024→ local d = math.distance(e.x, e.y, e2.x, e2.y)
2025→ if d < 40 then table.insert(sorted, {e = e2, d = d}) end
2026→ end
2027→ end
2028→ table.sort(sorted, function(a, b) return a.d < b.d end)
2029→ for j = 1, math.min(ms - 1, #sorted) do
2030→ table.insert(strike_targets, sorted[j].e)
2031→ end
2032→ end
2033→ -- Damage all strike targets
2034→ for _, t in ipairs(strike_targets) do
... [45 more lines]
Arc chain bump is straightforward:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now for the explanations:
Ball Lightning tick rate (line 5072): It takes the sub-ability's cooldown and doubles it:
lua
self.bl_cast_tick_rate = (tick_def and tick_def.cooldown or 1)*2
Arc's cooldown is 0.5, so 0.5 * 2 = 1.0s between arc casts. That's why it feels slow.
The problem is there's no per-ability override — it's always cooldown * 2. Options:
- A) Add a
cast_tick_ratefield to ball_lightning's definition that overrides the formula when present - B) Lower the multiplier globally (affects any future ability that uses
cast_tick_ability) - C) Both — lower the default multiplier but allow per-definition override
I'd lean toward C — a cast_tick_rate field on ball_lightning for explicit control, keeping the fallback formula for anything that doesn't specify one.
Dash Strike timing: hit_delay_start = 0.04 (40ms before first hit), then each subsequent hit adds hit_delay_per = 0.03 (30ms). So 5 enemies = 40ms + 30 + 30 + 30 + 30 = 160ms total. There's no post-landing lock — the player immediately regains control after the dash resolves. Adding a lock would mean freezing player movement for some duration after the last hit fires.
Which ball lightning approach do you prefer, and what values feel right for the dash strike (faster delays + how long should the post-landing lock be)?
Cooldowns for abilities aren't defined yet, so let's just have it use the ability's cooldown for now (no 2x). We'll decide more as we implement the game's stats. Add this as a point in the todo file. Decrease hit delay per to 0.02 after, and add the land locking to be in line with how long the strikes take to go through all enemies.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now for the post-landing lock. Let me read the dash landing code to see where to add it:
Read (E:\a327ex\Orblike\main.lua)
1990→ for _, e in ipairs(cached_enemies) do
1991→ if not e.dead and not self.dash_strike_hit_set[e] then
1992→ local d = math.distance(src.x, src.y, e.x, e.y)
1993→ if d < def.hit_radius then
1994→ self.dash_strike_hit_set[e] = true
1995→ table.insert(self.dash_strike_hit_list, e)
1996→ end
1997→ end
1998→ end
1999→ -- Dash complete
2000→ if t >= 1 then
2001→ self.dash_strike_lerping = false
2002→ local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2003→ if self.dash_strike_is_null then
2004→ if not has_echo then self.null_move_active = nil end
2005→ else
2006→ p1.dash_strike_active = false
2007→ p1.asal_dashing = false
2008→ p1.active_movement_mods = nil
2009→ end
2010→ -- Progressive hits with anime delay
2011→ local delay = def.hit_delay_start
2012→ local dash_mods = self.dash_strike_mods
2013→ for i, e in ipairs(self.dash_strike_hit_list) do
2014→ self.timer:after(delay, function()
2015→ if not e.dead then
2016→ local hit_r = self.dash_strike_r + math.pi
2017→ -- Build strike targets: primary + multistrike extras
2018→ local strike_targets = {e}
2019→ local ms = dash_mods and dash_mods.multistrike
... [70 more lines]
Grep (dash_strike_active)
2006: p1.dash_strike_active = false
2127: p1.dash_strike_active = true
7848: if p1.dash_strike_active then goto skip_contact end
Grep (dash_strike_active|asal_dashing)
2006: p1.dash_strike_active = false
2007: p1.asal_dashing = false
2127: p1.dash_strike_active = true
2128: p1.asal_dashing = true
2879: p1.asal_dashing = true
2901: p1.asal_dashing = false
3098: p1.asal_dashing = true
4922: local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
7848: if p1.dash_strike_active then goto skip_contact end
Grep (asal_dashing|dash_strike_active)
2004- if not has_echo then self.null_move_active = nil end
2005- else
2006: p1.dash_strike_active = false
2007: p1.asal_dashing = false
2008- p1.active_movement_mods = nil
2009- end
--
2125- self.null_move_active = true
2126- else
2127: p1.dash_strike_active = true
2128: p1.asal_dashing = true
2129- p1.active_movement_mods = mods
2130- p1.r = self.dash_strike_r
--
2877- self.asal_pierced = {}
2878- if not asal_null then
2879: p1.asal_dashing = true
2880- p1.active_movement_mods = self.asal_mods
2881- p1.r = self.asal_r
--
2899- self.asal_is_null = nil
2900- else
2901: p1.asal_dashing = false
2902- p1.active_movement_mods = nil
2903- end
--
3096- self.asal_pierced = {}
3097- if not charging_null then
3098: p1.asal_dashing = true
3099- p1.active_movement_mods = self.asal_mods
... [2 more lines]
Now let me check how dash_strike_active affects player movement:
Grep (dash_strike_active|asal_dashing.speed|speed.asal_dashing|moving.dash|dash.moving)
2004- if not has_echo then self.null_move_active = nil end
2005- else
2006: p1.dash_strike_active = false
2007- p1.asal_dashing = false
2008- p1.active_movement_mods = nil
--
2125- self.null_move_active = true
2126- else
2127: p1.dash_strike_active = true
2128- p1.asal_dashing = true
2129- p1.active_movement_mods = mods
--
4920- if not self.trail then self.trail = {} end
4921- local trail_duration = self.flicker_trail_duration or 0.5
4922: local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
4923- trail_update(self.trail, self.x, self.y, trail_active, trail_duration)
4924- if #self.trail == 0 and self.flicker_trail_color then
--
7846- -- Player-enemy collision (skip during dash_strike)
7847- for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
[Showing results with pagination = limit: 20, offset: 0]
Grep (self.speed.asal|asal.self.speed|dash_strike.speed|speed.dash_strike)
No matches found
Let me check what controls player movement:
Grep (self.speed\s=|p1.speed\s=)
4633: self.speed = self.base_speed
4687: self.speed = self.base_speed
4689: for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
4978: self.speed = self.base_speed
4979: if self.mods['projectile_speed+'] then self.speed = self.speed*1.2 end
4980: if self.mods['projectile_speed++'] then self.speed = self.speed*1.5 end
4981: if self.mods['projectile_speed+++'] then self.speed = self.speed*2.0 end
4982: if self.mods['projectile_speed-'] then self.speed = self.speed*0.9 end
4983: if self.mods['projectile_speed--'] then self.speed = self.speed*0.75 end
4984: if self.mods['projectile_speed---'] then self.speed = self.speed*0.5 end
6028: self.speed = self.base_speed
6081: self.speed = self.base_speed*self.slow_multiplier
6087: self.speed = self.base_speed
7354: self.speed = args.speed or an.random:float(150, 300)
Read (E:\a327ex\Orblike\main.lua)
4680→ return mods
4681→end
4682→
4683→function player:update(dt)
4684→ self.x, self.y = self.collider:get_position()
4685→
4686→ -- Player abilities
4687→ self.speed = self.base_speed
4688→ if not self.speed_buffs then self.speed_buffs = {} end
4689→ for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
4690→ self.turn_rate = nil
4691→ self.snake_active = false
4692→ self.snake_turn_rate = nil
4693→ local any_formation = false
4694→ local was_in_formation = self.in_formation or false
4695→ local mods = self:get_mods()
4696→ -- Pass 1: hold abilities (formations)
4697→ for _, slot in ipairs(self.slots) do
4698→ if slot.type == 'ability' then
4699→ local def = abilities[slot.name]
4700→ if def and def.activation == 'hold' then
4701→ local down = mods.always_channel or false
4702→ if not down and slot.bind then
4703→ if slot.bind.mouse then down = an:mouse_is_down(slot.bind.mouse) end
4704→ if slot.bind.key then down = an:key_is_down(slot.bind.key) end
4705→ end
4706→ if down then
4707→ any_formation = true
4708→ orb_formation = def.formation
4709→ orb_formation_owner = self
Read (E:\a327ex\Orblike\main.lua)
4708→ orb_formation = def.formation
4709→ orb_formation_owner = self
4710→ if def.speed_mult then self.speed_buffs[slot.name] = def.speed_mult end
4711→ if def.turn_rate then self.turn_rate = def.turn_rate end
4712→ if def.snake_turn_rate then
4713→ self.snake_active = true
4714→ self.snake_turn_rate = def.snake_turn_rate
4715→ end
4716→ if def.formation == 'deploy' then
4717→ if not deploy_active then
4718→ deploy_target_x, deploy_target_y = self.x, self.y
4719→ deploy_active = true
4720→ deploy_elapsed = 0
4721→ deploy_radius_scale = 1
4722→ end
4723→ deploy_elapsed = deploy_elapsed + dt
4724→
4725→ -- Growing/shrinking
4726→ if mods.growing_zone then
4727→ deploy_radius_scale = 1 + deploy_elapsed*0.3
4728→ elseif mods.shrinking_zone then
4729→ deploy_radius_scale = math.max(1 - deploy_elapsed*0.15, 0.25)
4730→ end
4731→
4732→ -- Magnetic: periodic pull toward closest orb
4733→ if mods.magnetic_area then
4734→ deploy_magnetic_timer = deploy_magnetic_timer + dt
4735→ if deploy_magnetic_timer >= deploy_magnetic_interval then
4736→ deploy_magnetic_timer = deploy_magnetic_timer - deploy_magnetic_interval
4737→ sfx('shockwave', volumes.shockwave)
... [50 more lines]
Grep (get_vector|vx.*vy|self.collider:set_velocity)
1016: self.ovx, self.ovy = 0, 0
4835: self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r))
4898: local vx, vy = self.collider:get_velocity()
4899: if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end
4902: self.collider:set_velocity(vx, vy)
5280: self.collider:set_velocity(current_speed*math.cos(self.r), current_speed*math.sin(self.r))
5428: local evx, evy = target.collider:get_velocity()
5430: local tx, ty = target.x + evx*t, target.y + evy*t
5540: self.area_vx, self.area_vy = 0, 0
6144: local vx, vy = self.collider:get_velocity()
6145: vx, vy = math.limit(vx, vy, self.speed)
6146: self.collider:set_velocity(vx, vy)
7039: local dx, dy = vx - center_ox, vy - center_oy
7059: radial_jags[i] = {vx = vx, vy = vy, jags = jags}
7094: table.insert(world_pts, {x = rad.vx, y = rad.vy})
[Showing results with pagination = limit: 15, offset: 0]
Read (E:\a327ex\Orblike\main.lua)
4830→ -- Snake mode: always move forward, left/right to steer
4831→ local left = an:is_down('left')
4832→ local right = an:is_down('right')
4833→ if left then self.r = self.r - self.snake_turn_rate*dt end
4834→ if right then self.r = self.r + self.snake_turn_rate*dt end
4835→ self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r))
4836→ self.moving = true
4837→ self.previous_moving = true
4838→
4839→ -- Record trail
4840→ local last = snake_trail[#snake_trail]
4841→ if not last or math.distance(self.x, self.y, last.x, last.y) >= 2 then
4842→ table.insert(snake_trail, {x = self.x, y = self.y})
4843→ -- Keep trail length reasonable
4844→ local max_len = #orbs*orb_spacing/2 + 100
4845→ while #snake_trail > max_len do
4846→ table.remove(snake_trail, 1)
4847→ end
4848→ end
4849→ else
4850→ -- Clear trail when snake ends
4851→ if #snake_trail > 0 then
4852→ snake_trail = {}
4853→ end
4854→
4855→ -- Movement direction
4856→ local move_r = nil
4857→ local left = an:is_down('left')
4858→ local right = an:is_down('right')
4859→ local up = an:is_down('up')
... [50 more lines]
Read (E:\a327ex\Orblike\main.lua)
1960→ self.ox = self.ox + self.ovx*dt
1961→ self.oy = self.oy + self.ovy*dt
1962→ self.x = p1.x + self.ox
1963→ self.y = p1.y + self.oy
1964→ self.collider:set_position(self.x, self.y)
1965→ end
1966→
1967→ local ability_name = self:primary_ability()
1968→ if ability_name then
1969→ local def = abilities[ability_name]
1970→ if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
1971→ self.cooldown = math.max(self.cooldown - dt, 0)
1972→ -- Lerp during dash
1973→ if self.dash_strike_lerping then
1974→ self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
1975→ local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
1976→ local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
1977→ local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
1978→ if self.dash_strike_is_null then
1979→ self.x, self.y = px, py
1980→ self.ox = self.x - p1.x
1981→ self.oy = self.y - p1.y
1982→ self.collider:set_position(self.x, self.y)
1983→ else
1984→ p1.collider:set_position(px, py)
1985→ p1.x, p1.y = px, py
1986→ p1.r = self.dash_strike_r
1987→ end
1988→ -- Track enemies we pass near
1989→ local src = self.dash_strike_is_null and self or p1
... [15 more lines]
Good — now I see the full picture. The dash lerp overrides player position directly (line 1984), so movement is effectively blocked during the dash. But once it ends at line 2006, dash_strike_active goes false and the player can move again immediately.
The fix: delay clearing dash_strike_active until the hits resolve. I'll also zero the player's velocity during the lock so WASD input doesn't accumulate.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to make the player movement code respect dash_strike_active so WASD is blocked during the lock:
Read (E:\a327ex\Orblike\main.lua)
4854→ end
4855→ end
4856→ else
4857→ -- Clear trail when snake ends
4858→ if #snake_trail > 0 then
4859→ snake_trail = {}
4860→ end
4861→
4862→ -- Movement direction
4863→ local move_r = nil
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the ::skip_movement:: label after the movement block. Let me find where that block ends:
Read (E:\a327ex\Orblike\main.lua)
4910→
4911→ -- Apply velocity
4912→ local vx, vy = self.collider:get_velocity()
4913→ if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end
4914→ if not left and not right then vx = vx*0.8 end
4915→ if not up and not down then vy = vy*0.8 end
4916→ self.collider:set_velocity(vx, vy)
4917→ self.previous_moving = self.moving
4918→
4919→ -- Rotate towards mouse (or spin with cyclone)
4920→ if self.cyclone_active and self.cyclone_area_ref then
4921→ self.r = self.cyclone_area_ref.arc_r
4922→ elseif self.turn_rate then
4923→ local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
4924→ local diff = math.atan(math.sin(target_r - self.r), math.cos(target_r - self.r))
4925→ local max_turn = self.turn_rate*dt
4926→ self.r = self.r + math.clamp(diff, -max_turn, max_turn)
4927→ else
4928→ local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
4929→ self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the todo item about ball lightning tick rates:
Read (E:\a327ex\Orblike\todo.md)
209→## Sounds
210→- **Shockwave Sounds** — Shockwave ability needs proper cast/hit sounds (currently using fireball_hit as placeholder).
211→- **Charging Sound** — Find a better sound for the general charging loop effect (currently using RPG3_LightMagic_ChargingLoop).
212→
213→## Performance
214→- **Homing paths** — Homing path building iterates all enemies per step. With many homing lines (spread + echo) and many enemies, causes slowdown. Consider: spatial hash for enemy queries, larger step size, or limit enemy iteration to cached nearest.
215→- **Psylance magnetic_area** — Nova psylance with magnetic_area iterates all enemies per pulse per effect. With 8 effects, expensive. Consider: shared pulse across all effects, or spatial query instead of full iteration.
216→
217→## Synergy Notes
218→- **Worm Flask + Infinite Chain** — An item that spawns additional enemies (like PoE's Writhing Jar) would turn infinite chain into powerful single-target boss damage. Spawned enemies act as chain relay points.
219→- **Stormweaver + Spread builds** — Chain lightning infusion on a spread+5 ability = every projectile spawns chains. Exponential lightning.
220→- **Launcher + Juggernaut wall_execute** — Launch enemies into walls for instant kills. The knockback-to-damage pipeline.
221→- **Contagion + Plague Zone** — Apply contagion, then layer plague zones. Enemies dying in the zone spread the contagion, which kills more enemies in the zone.
222→- **Saboteur + explode_on_kill** — Seeker kills enemy, enemy explodes, explosion kills another, that one explodes too. Exponential chain through packs.
223→
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully.
Done. Summary of changes:
- Arc: chain_count 3 → 6
- Ball Lightning: tick rate now uses sub-ability cooldown directly (no 2x multiplier). Added todo for future revisit.
- Dash Strike: hit_delay_per 0.03 → 0.02, player is now locked in place during the hit sequence and unlocked after the last hit resolves (including the final hit_stop)
Give it a test.
Give me 3 orbs to test these, can remove the swapping of abilities.
Read (E:\a327ex\Orblike\main.lua)
7808→ else
7809→ c.a = math.remap(t, 0.5, 1, 255, 0)
7810→ end
7811→ end
7812→ if not self.done or #self.trail > 0 then
7813→ game:push(self.x, self.y, self.r, s, s)
7814→ game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
7815→ game:pop()
Grep (add_orbs)
4381:function add_orbs(n)
7824:add_orbs(1)
Read (E:\a327ex\Orblike\main.lua)
7822→an:add(p1)
7823→
7824→add_orbs(1)
7825→orbs[1]:add_ability('fireball')
7826→
7827→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the ability cycling code and HUD:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Orb 1 = arc (left click), orb 2 = ball_lightning (right click), orb 3 = dash_strike (Q).
"The only thing necessary for the triumph of evil is for good men to do nothing" —Edmund Burke.
“You don't become holy by fighting evil. Let evil be. Look towards Christ and that will save you. What makes a person saintly is love.” —Saint Porphyrios
Two genuinely different theories of how good prevails, and I think they're both capturing something real without being fully reconcilable.
Burke is making a political/civic observation: evil actors exploit passivity. It's about systems and collective action — if no one opposes tyranny, tyranny wins by default. The unit of analysis is society, and the prescription is engagement. Hard to argue with historically.
Porphyrios is making a spiritual/psychological observation: obsession with fighting evil can deform you. You become defined by what you oppose. The person who spends their life cataloguing darkness often absorbs it. His prescription is orientation — face the light, and darkness becomes irrelevant. Also hard to argue with, if you've watched people consumed by righteous anger become bitter and cruel.
The tension is real, not just apparent. Burke would likely say Porphyrios's advice enables atrocity through inaction. Porphyrios would likely say Burke's advice creates warriors who lose their souls in the fight. Both have historical evidence on their side.
I think the honest answer is that they're operating at different scales and addressing different failure modes. Burke is warning against the failure of cowardice and apathy. Porphyrios is warning against the failure of becoming the thing you hate. A person probably needs both warnings at different moments in their life — and the hard part is knowing which one applies right now.
There's also a quiet disagreement about human nature underneath. Burke implicitly trusts that good people can fight evil without being corrupted by the fight. Porphyrios implicitly doubts that — he thinks the fight itself is the danger, and only something transcendent (love, orientation toward the divine) can hold you together. That's a deep disagreement, not a surface one.
What's prompting the reflection?
Ops, sorry, I ctrl v the wrong thing.
ERROR: main.lua:4917:
at line 4862 jumps into the scope of local 'move_r'
The goto can't jump over the local move_r declaration. I'll restructure it to wrap the movement block in an if instead:
Read (E:\a327ex\Orblike\main.lua)
4858→ -- Freeze movement during dash strike hit sequence
4859→ if self.dash_strike_active then
4860→ self.collider:set_velocity(0, 0)
4861→ self.moving = false
4862→ goto skip_movement
4863→ end
4864→
4865→ -- Movement direction
4866→ local move_r = nil
4867→ local left = an:is_down('left')
4868→ local right = an:is_down('right')
4869→ local up = an:is_down('up')
4870→ local down = an:is_down('down')
4871→ if self.cyclone_active then
4872→ local mx, my = an.camera.mouse.x, an.camera.mouse.y
4873→ move_r = math.angle_to_point(self.x, self.y, mx, my)
4874→ self.moving = true
4875→ else
4876→ if left then move_r = math.pi end
4877→ if right then move_r = 0 end
4878→ if up then move_r = -math.pi/2 end
4879→ if down then move_r = math.pi/2 end
4880→ if left and up then move_r = -3*math.pi/4 end
4881→ if left and down then move_r = 3*math.pi/4 end
4882→ if right and up then move_r = -math.pi/4 end
4883→ if right and down then move_r = math.pi/4 end
4884→ if left or right or up or down then self.moving = true else self.moving = false end
4885→ end
4886→
4887→ -- Direction change spin
... [35 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Should work now.
Perfect. Now let's add a modifier that's like that PoE item (I think boots?) that says your movement speed can never go below its base value. This means any movement locking, or speed multipliers while charging, shouldn't apply to you. However, this should only be the case globally if added as a modifier to the player. If added to an individual orb then it only affects abilities in that orb. Makes sense? Also, what should we call it?
Makes sense — clean design with the player/orb scope distinction.
For naming, a few options:
- Unstoppable — direct PoE Juggernaut reference, immediately clear what it does
- Momentum — implies maintaining speed, less reference-heavy
- Steadfast — conveys immovability, works as both a character trait and a mechanical term
- Unencumbered — "nothing weighs you down," fits the boots flavor
I'd lean toward unstoppable — it's the most readable on a modifier tooltip and the PoE connection is a bonus.
For the implementation, let me confirm I understand the scope:
- On player: all
speed_multpenalties from any orb's abilities are ignored (clamped to 1.0), and movement locks (like dash_strike post-landing freeze) don't apply - On an orb: only that orb's ability's
speed_multpenalty is ignored — other orbs' abilities can still slow you, and movement locks from other orbs still apply
One edge case: should the dash_strike landing lock be bypassed by unstoppable on that orb? The lock is arguably part of the ability's "cost" for balance — being able to dash and immediately move again could feel too strong. Or is the whole point that unstoppable removes that cost?
Yes, unstoppable removes that cost if added to dash strike orb too.
Let me find how modifiers are checked on orbs and where speed_mult is applied.
Grep (speed_mult)
740: speed_mult = 0.5,
748: speed_mult = 0.35,
756: speed_mult = 1.0,
777: speed_mult = 0.4,
784: speed_mult = 0.2,
797: speed_mult = 0.5,
870: speed_mult = 0.5,
3222: if def.speed_mult then p1.speed_buffs.beam = def.speed_mult end
3645: self.null_move_speed = p1.base_speed*(def.speed_mult or 1)
3660: p1.speed_buffs.cyclone = def.speed_mult or 1
3850: p1.speed_buffs.psylance = def.speed_mult or 0.5
4713: if def.speed_mult then self.speed_buffs[slot.name] = def.speed_mult end
5025: self.speed_mult = 1
5067: self.speed_mult = 1
5190: self.speed_mult = 0.05
5210: self.speed_mult = math.remap(t, 0.5, 1, 1, 0.05)
5226: self.speed_mult = math.remap(t, 0, 0.5, 0.05, 1)
5228: self.speed_mult = 1
5288: local current_speed = self.speed*(self.speed_mult or 1)
5438: local t = closest_d/(self.speed*(self.speed_mult or 1) + 0.001)
5572: local area_speed_mult = 1
5573: if self.mods['zone_speed+'] then area_speed_mult = area_speed_mult*1.2 end
5574: if self.mods['zone_speed++'] then area_speed_mult = area_speed_mult*1.5 end
5575: if self.mods['zone_speed+++'] then area_speed_mult = area_speed_mult*2.0 end
5577: self.move_vx = self.move_vx*area_speed_mult
5578: self.move_vy = self.move_vy*area_speed_mult
5581: self.homing_area_speed = self.homing_area_speed*area_speed_mult
Grep (get_mods|self.mods)
1004: local mods = p1:get_mods()
1085: local mods = p1:get_mods()
1129: local mods = p1:get_mods()
1778: local ae_mods = p1:get_mods()
1857: local mods = p1:get_mods()
1900: local mods = p1:get_mods()
1926: local mods = p1:get_mods()
2101: local copy_mods = p1:get_mods()
2199: local mods = p1:get_mods()
2230: local rg_check_mods = p1:get_mods()
2279: local rg_mods = p1:get_mods()
2433: local mods = p1:get_mods()
2983: local check_mods = p1:get_mods()
3089: self.asal_mods = p1:get_mods()
3175: local mods = p1:get_mods()
3183: local startup_mods = p1:get_mods()
3226: local mods = p1:get_mods()
3605: local mods = p1:get_mods()
3610: local startup_mods = p1:get_mods()
3690: local startup_mods = p1:get_mods()
[Showing results with pagination = limit: 20, offset: 0]
Read (E:\a327ex\Orblike\main.lua)
4660→ table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
4661→end
4662→
4663→function player:remove_modifier(name)
4664→ for i = #self.slots, 1, -1 do
4665→ if self.slots[i].type == 'modifier' and self.slots[i].name == name then
4666→ table.remove(self.slots, i)
4667→ return
4668→ end
4669→ end
4670→end
4671→
4672→function player:add_ability(ability_name, bind)
4673→ table.insert(self.slots, {type = 'ability', name = ability_name, bind = bind, cooldown = 0})
4674→end
4675→
4676→function player:get_mods()
4677→ local mods = {}
4678→ for _, slot in ipairs(self.slots) do
4679→ if slot.type == 'modifier' then
4680→ mods[slot.name] = slot.value
4681→ end
4682→ end
4683→ return mods
4684→end
Grep (orb.*get_mods|function orb:get_mods)
No matches found
Grep (orb.mods|orb_mods|self.slots.modifier)
1047: table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
1052: if self.slots[i].type == 'modifier' and self.slots[i].name == name then
3176: if orb_input_down(self.slot) or mods.always_channel then
3606: if orb_input_down(self.slot) or mods.always_channel then
3751: if orb_input_down(self.slot) or mods.always_channel then
4660: table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
4665: if self.slots[i].type == 'modifier' and self.slots[i].name == name then
[Showing results with pagination = limit: 15, offset: 0]
Now let me see how orb modifiers flow into p1:get_mods() — it seems like get_mods only checks player slots. Let me check how orb modifiers are used:
Read (E:\a327ex\Orblike\main.lua)
1080→ local def = abilities[ability_name]
1081→ if not def then return end
1082→
1083→ local is_null = ability_has_tag(ability_name, 'null')
1084→ if not is_null then
1085→ local mods = p1:get_mods()
1086→ for _, slot in ipairs(self.slots) do
1087→ if slot.type == 'modifier' then mods[slot.name] = slot.value end
1088→ end
1089→ if mods.null_conversion then is_null = true; def = setmetatable({color = purple}, {__index = def}) end
1090→ end
1091→ local delay = is_null and 0 or self.activation_delay
1092→
1093→ if not override_pos then
1094→ if is_null then
1095→ self.flashing = true
1096→ self.timer:after(0.1, 'flash', function() self.flashing = false end)
1097→ self.spring:pull('main', 0.5)
1098→ else
1099→ an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color}))
1100→ self.flashing = true
1101→ self.timer:after(0.1, 'flash', function() self.flashing = false end)
1102→ local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
1103→ for i = 1, 3 do
1104→ local hp = hit_particle(self.x, self.y, {
1105→ angle = orb_to_player + an.random:float(-math.pi/4, math.pi/4),
1106→ velocity = an.random:float(40, 120),
1107→ duration = an.random:float(0.2, 0.4),
1108→ w = an.random:choice({4, 6}),
1109→ })
... [25 more lines]
Good — I see the pattern. Mods are built by starting with p1:get_mods() (player modifiers) then overlaying the orb's modifiers on top. So unstoppable on the player will show up in all mods, while unstoppable on an orb will only show up in that orb's mods.
Now I need to apply this at the right points. Let me check how the speed_buff is applied for hold abilities — the orb's slot context needs to know about its own modifiers:
Read (E:\a327ex\Orblike\main.lua)
4700→ for _, slot in ipairs(self.slots) do
4701→ if slot.type == 'ability' then
4702→ local def = abilities[slot.name]
4703→ if def and def.activation == 'hold' then
4704→ local down = mods.always_channel or false
4705→ if not down and slot.bind then
4706→ if slot.bind.mouse then down = an:mouse_is_down(slot.bind.mouse) end
4707→ if slot.bind.key then down = an:key_is_down(slot.bind.key) end
4708→ end
4709→ if down then
4710→ any_formation = true
4711→ orb_formation = def.formation
4712→ orb_formation_owner = self
4713→ if def.speed_mult then self.speed_buffs[slot.name] = def.speed_mult end
4714→ if def.turn_rate then self.turn_rate = def.turn_rate end
4715→ if def.snake_turn_rate then
4716→ self.snake_active = true
4717→ self.snake_turn_rate = def.snake_turn_rate
4718→ end
4719→ if def.formation == 'deploy' then
Read (E:\a327ex\Orblike\main.lua)
3218→ self.beam_drone_handle = sfx_handle('beam_drone', volumes.beam_drone)
3219→ sfx_set_looping(self.beam_drone_handle, true)
3220→ end)
3221→ end
3222→ if def.speed_mult then p1.speed_buffs.beam = def.speed_mult end
3223→ if def.turn_rate then p1.turn_rate = def.turn_rate end
3224→
3225→ if self.beam_active then
3226→ local mods = p1:get_mods()
3227→ for _, slot in ipairs(self.slots) do
Read (E:\a327ex\Orblike\main.lua)
3640→ sfx('wind_proj_' .. an.random:int(1, 3), volumes.wind_proj, an.random:float(0.95, 1.05))
3641→ end)
3642→ -- Null: orb breaks free from orbit
3643→ if is_null then
3644→ self.null_move_active = true
3645→ self.null_move_speed = p1.base_speed*(def.speed_mult or 1)
3646→ end
3647→ end
3648→ if self.cyclone_is_null then
3649→ -- Null: orb moves toward mouse, player unaffected
3650→ local mx, my = an.camera.mouse.x, an.camera.mouse.y
3651→ local move_r = math.angle_to_point(self.x, self.y, mx, my)
3652→ self.x = self.x + self.null_move_speed*math.cos(move_r)*dt
3653→ self.y = self.y + self.null_move_speed*math.sin(move_r)*dt
3654→ self.ox = self.x - p1.x
3655→ self.oy = self.y - p1.y
3656→ self.collider:set_position(self.x, self.y)
3657→ else
3658→ p1.cyclone_active = true
3659→ p1.cyclone_area_ref = self.cyclone_area
3660→ p1.speed_buffs.cyclone = def.speed_mult or 1
3661→ p1.active_movement_mods = self.cyclone_mods
3662→ end
3663→ -- Continuous camera wobble rotating with cyclone
3664→ if self.cyclone_area then
Read (E:\a327ex\Orblike\main.lua)
3845→ end
3846→ end
3847→ if def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
3848→ self.psylance_loop_handle = sfx_handle('beam_drone', volumes.beam_drone*0.8)
3849→ sfx_set_looping(self.psylance_loop_handle, true)
3850→ p1.speed_buffs.psylance = def.speed_mult or 0.5
3851→ end
3852→ -- Channeling: update aim direction for all effects
3853→ if self.psylance_effects then
3854→ local base_r = self.psylance_is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
Now I have the full picture. Here are all the places where speed_mult is applied to the player from orb abilities:
- Line 3222: beam →
p1.speed_buffs.beam - Line 3660: cyclone →
p1.speed_buffs.cyclone - Line 3850: psylance →
p1.speed_buffs.psylance - Line 4713: player hold abilities →
self.speed_buffs[slot.name]
And the dash_strike lock at the code I just wrote. For each of these, I need to check if unstoppable is present (either on the player globally or on the specific orb). Let me check how each orb knows its own modifiers:
Grep (function orb:has_mod|orb.*has_modifier)
No matches found
No helper exists yet. I'll add a small one and then apply the checks. Let me also look at how the dash_strike knows which orb launched it:
Grep (dash_strike_mods)
2002: local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2013: local dash_mods = self.dash_strike_mods
2130: self.dash_strike_mods = mods
[Showing results with pagination = limit: 10, offset: 0]
Read (E:\a327ex\Orblike\main.lua)
2095→ self.timer:after(total_delay, function()
2096→ self:dash_strike_launch(def, dash_mods)
2097→ end)
2098→ elseif self.dash_strike_copy_queue and #self.dash_strike_copy_queue > 0 then
2099→ -- Ability copy: next orb in queue launches a dash
2100→ local next_orb = table.remove(self.dash_strike_copy_queue, 1)
2101→ local copy_mods = p1:get_mods()
2102→ for _, slot in ipairs(next_orb.slots) do
2103→ if slot.type == 'modifier' then copy_mods[slot.name] = slot.value end
2104→ end
2105→ -- Reset echo for the copy orb's own echo chain
2106→ self.timer:after(total_delay, function()
2107→ self:dash_strike_launch(def, copy_mods)
2108→ end)
2109→ end
2110→ end
2111→ end
2112→
2113→ -- Null conversion source
2114→ local dash_null = self.dash_strike_is_null
2115→ local dash_src = dash_null and self or p1
2116→
2117→ -- Helper: launch a dash
2118→ function self:dash_strike_launch(def, mods)
2119→ local mx, my = an.camera.mouse.x, an.camera.mouse.y
2120→ self.dash_strike_r = math.angle_to_point(dash_src.x, dash_src.y, mx, my)
2121→ self.dash_strike_from_x, self.dash_strike_from_y = dash_src.x, dash_src.y
2122→ local mouse_dist = math.distance(dash_src.x, dash_src.y, mx, my)
2123→ local dash_dist = math.min(def.dash_range, mouse_dist)
2124→ self.dash_strike_to_x = dash_src.x + dash_dist*math.cos(self.dash_strike_r)
... [15 more lines]
Good — self.dash_strike_mods contains the merged mods (player + orb). So unstoppable will already be in dash_strike_mods if it's on either the player or that orb.
Now let me implement it. I'll add a helper on orb, then apply the checks:
Read (E:\a327ex\Orblike\main.lua)
1055→ end
1056→ end
1057→end
1058→
1059→function orb:primary_ability()
1060→ for _, slot in ipairs(self.slots) do
1061→ if slot.type == 'ability' then return slot.name end
1062→ end
1063→ return nil
1064→end
1065→
1066→function orb:secondary_abilities()
1067→ local primary = self:primary_ability()
1068→ local result = {}
1069→ for _, slot in ipairs(self.slots) do
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add a player-level helper too:
Read (E:\a327ex\Orblike\main.lua)
4676→ end
4677→end
4678→
4679→function player:add_ability(ability_name, bind)
4680→ table.insert(self.slots, {type = 'ability', name = ability_name, bind = bind, cooldown = 0})
4681→end
4682→
4683→function player:get_mods()
4684→ local mods = {}
4685→ for _, slot in ipairs(self.slots) do
4686→ if slot.type == 'modifier' then
4687→ mods[slot.name] = slot.value
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now apply the unstoppable checks. First, the orb speed_mult applications — beam, cyclone, psylance. Each needs: if unstoppable is on the player OR on this orb, clamp speed_mult to >= 1.0:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the player hold abilities (line 4713 area):
Read (E:\a327ex\Orblike\main.lua)
4718→ local any_formation = false
4719→ local was_in_formation = self.in_formation or false
4720→ local mods = self:get_mods()
4721→ -- Pass 1: hold abilities (formations)
4722→ for _, slot in ipairs(self.slots) do
Read (E:\a327ex\Orblike\main.lua)
4733→ orb_formation = def.formation
4734→ orb_formation_owner = self
4735→ if def.speed_mult then self.speed_buffs[slot.name] = def.speed_mult end
4736→ if def.turn_rate then self.turn_rate = def.turn_rate end
4737→ if def.snake_turn_rate then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the dash_strike landing lock. The mods are already merged in self.dash_strike_mods, so I just check that:
Read (E:\a327ex\Orblike\main.lua)
2005→ end
2006→ -- Dash complete
2007→ if t >= 1 then
2008→ self.dash_strike_lerping = false
2009→ local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2010→ if self.dash_strike_is_null then
2011→ if not has_echo then self.null_move_active = nil end
2012→ else
2013→ -- Keep player locked during hit sequence (unlocked after hits resolve)
2014→ p1.asal_dashing = false
2015→ p1.active_movement_mods = nil
2016→ p1.collider:set_velocity(0, 0)
2017→ end
2018→ -- Progressive hits with anime delay
2019→ local delay = def.hit_delay_start
2020→ local dash_mods = self.dash_strike_mods
2021→ for i, e in ipairs(self.dash_strike_hit_list) do
2022→ self.timer:after(delay, function()
2023→ if not e.dead then
2024→ local hit_r = self.dash_strike_r + math.pi
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now also skip the delayed unlock if unstoppable already unlocked:
Read (E:\a327ex\Orblike\main.lua)
2076→ end)
2077→ delay = delay + def.hit_delay_per
2078→ end
2079→ -- Final hit_stop after last hit + ability echo
2080→ local total_delay = delay
2081→ if #self.dash_strike_hit_list > 0 then
2082→ self.timer:after(total_delay, function()
2083→ an:hit_stop(0.06)
2084→ an.camera.shake:shake(6, 0.2)
2085→ end)
2086→ total_delay = total_delay + 0.1
2087→ end
Read (E:\a327ex\Orblike\main.lua)
2087→ end
2088→ -- Unlock player after hits resolve
2089→ if not self.dash_strike_is_null then
2090→ self.timer:after(total_delay, function()
2091→ p1.dash_strike_active = false
2092→ end)
2093→ end
2094→ -- Mark clones as done when main dash resolves (they self-destruct after trail fades)
2095→ self.timer:after(total_delay, function()
2096→ if self.dash_strike_clones then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Unstoppable modifier:
- On player: all hold-ability speed penalties (beam, cyclone, psylance, formations) are clamped to 1.0, dash_strike landing lock is skipped
- On an orb: only that orb's speed penalty is clamped, and if it's a dash_strike orb, only that orb's landing lock is skipped
To test, you can add it like: orbs[3]:add_modifier('unstoppable') for the dash_strike orb, or p1:add_modifier('unstoppable') for global.
Let's test it
Read (E:\a327ex\Orblike\main.lua)
7838→ game:push(self.x, self.y, self.r, s, s)
7839→ game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
7840→ game:pop()
7841→ end
7842→end
7843→
7844→
7845→-- Spawn player
Read (E:\a327ex\Orblike\main.lua)
7845→-- Spawn player
7846→p1 = player(gw/2, gh/2)
7847→an:add(p1)
7848→
7849→add_orbs(3)
7850→orbs[1]:add_ability('arc')
7851→orbs[2]:add_ability('ball_lightning')
7852→orbs[3]:add_ability('dash_strike')
7853→
7854→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 1 = beam (left click, should slow you), orb 2 = dash_strike with unstoppable (right click, no landing lock), orb 3 = dash_strike without unstoppable (Q, should lock you). Beam lets you compare the speed penalty — try adding p1:add_modifier('unstoppable') later if you want to see it bypass beam's slow too.
Cyclone to orb 3 with unstoppable
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 3 = cyclone with unstoppable (Q). Should move at full speed.
Cyclone orb 4 with null conversion, move unstoppable to player and remove from each individual orb
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 1 = beam (left click), orb 2 = dash_strike (right click), orb 3 = cyclone (Q), orb 4 = null cyclone (E). All with player-level unstoppable.
It seems like the orb is not being affected by unstoppable
[Request interrupted by user]
Actually, maybe that's right, because it's affecting the player, not the orb... Add unstopabble to the cyclone null conversion orb
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
But wait — the null cyclone orb moves with null_move_speed which is set at line 3645:
self.null_move_speed = p1.base_speed*(def.speed_mult or 1)
That's not going through the speed_buffs path, so unstoppable won't affect it yet. Let me fix that:
Read (E:\a327ex\Orblike\main.lua)
3643→ self.cyclone_mods = area_mods
3644→ local follow_target = is_null and self or p1
3645→ local color = is_null and purple or def.color
3646→ self.cyclone_area = area(follow_target.x, follow_target.y, {
3647→ ability = 'cyclone', color = color, mods = area_mods,
Grep (null_move_speed)
3661: self.null_move_speed = p1.base_speed*(def.speed_mult or 1)
3668: self.x = self.x + self.null_move_speed*math.cos(move_r)*dt
3669: self.y = self.y + self.null_move_speed*math.sin(move_r)*dt
3694: self.null_move_speed = nil
3736: self.null_move_speed = p1.base_speed
3752: self.null_move_speed = nil
3758: self.x = self.x + self.null_move_speed*math.cos(move_r)*dt
3759: self.y = self.y + self.null_move_speed*math.sin(move_r)*dt
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the null cyclone orb should move at full speed with unstoppable.
If only the player has unstoppable i dont think it should affect the orb
Good call — the orb is its own entity, not the player. Let me remove the p1:has_mod check from the null move speed:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now only the orb's own unstoppable modifier affects its null move speed.
OK, what were the other improvements we had to do?
From your audit earlier:
Sound work:
- Windfield: more distinctive wind sound for the area
- Cyclone: more distinctive wind sound / higher volume
- Beam: more aggressive loop sound
- General: better/varied charging sounds (same one used for multiple abilities)
Visual reworks:
- Beam: circle + particles at endpoint
- Wind Slash: switch from filled shape to dashed/corner-line style with alpha fill (matches game's visual language)
- Railgun: rethink line visual to match game's line aesthetic
- Psylance: same problem as railgun — line attacks look foreign
Already done:
Arc: chain_count 3 → 6Ball Lightning: tick rate uses cooldown directlyDash Strike: faster hit delay, post-landing lockUnstoppable modifier
The railgun/psylance/wind slash visual issues share the same root — filled/particle-heavy elements that don't match the game's dashed-line aesthetic. Want to tackle those visual reworks next, or the sound work first?
Let's do the visual reworks first and sounds last. Try beam first.
Let me read the beam drawing code.
Grep (beam.draw|draw.beam|beam_active)
944:beam_active = false
3189: if not self.beam_active and not self.beam_starting then
3191: self.beam_active = false
3229: self.beam_active = true
3241: if self.beam_active then
3606: if self.beam_active and self.beam_drone_handle then
3611: self.beam_active = false
4299: local is_active = self.beam_active or self.cyclone_active
4852: beam_active = false
Read (E:\a327ex\Orblike\main.lua)
3241→ if self.beam_active then
3242→ local mods = p1:get_mods()
3243→ for _, slot in ipairs(self.slots) do
3244→ if slot.type == 'modifier' then mods[slot.name] = slot.value end
3245→ end
3246→
3247→ -- Null conversion
3248→ local is_null = ability_has_tag('beam', 'null') or mods.null_conversion
3249→ local fire_x, fire_y = p1.x, p1.y
3250→ local aim_r = p1.r
3251→ if is_null then
3252→ fire_x, fire_y = self.x, self.y
3253→ aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
3254→ end
3255→
3256→ -- Beam sweep
3257→ if mods.beam_sweep then
3258→ if not self.beam_sweep_r then self.beam_sweep_r = aim_r end
3259→ local sweep_speed = mods.beam_sweep_speed or 1.5
3260→ self.beam_sweep_r = self.beam_sweep_r + sweep_speed*dt
3261→ aim_r = self.beam_sweep_r
3262→ end
3263→
3264→ -- Beam length modifiers
3265→ self.beam_tick_timer = self.beam_tick_timer + dt
3266→ local target_length = def.beam_length
3267→ if mods['beam_length+'] then target_length = target_length*1.25 end
3268→ if mods['beam_length++'] then target_length = target_length*1.5 end
3269→ if mods['beam_length+++'] then target_length = target_length*2.0 end
3270→ if mods['beam_length-'] then target_length = target_length*0.85 end
... [90 more lines]
Read (E:\a327ex\Orblike\main.lua)
3359→ for bi, src in ipairs(beam_sources) do
3360→ -- Build ideal path via ray simulation
3361→ local beam_r = src.r
3362→ local ideal_path = {{x = src.x, y = src.y}}
3363→ local traveled = 0
3364→ local bx, by = src.x, src.y
3365→ local chain_remaining = beam_chain_count
3366→ local chain_hit = {}
3367→
3368→ while traveled < self.beam_current_length do
3369→ if homing then
3370→ if not mods.returning_arc then
3371→ local proximity = 40
3372→ local closest, closest_d = nil, math.huge
3373→ for _, e in ipairs(cached_enemies) do
3374→ if not e.dead then
3375→ local d = math.distance(bx, by, e.x, e.y)
3376→ if d < proximity and d < closest_d and d > 1 then
3377→ closest, closest_d = e, d
3378→ end
3379→ end
3380→ end
3381→ if closest then
3382→ local target_r = math.atan(closest.y - by, closest.x - bx)
3383→ local diff = math.atan(math.sin(target_r - beam_r), math.cos(target_r - beam_r))
3384→ local max_turn = beam_turn_rate*step_size
3385→ beam_r = beam_r + math.clamp(diff, -max_turn, max_turn)
3386→ end
3387→ end
3388→ end
... [120 more lines]
Read (E:\a327ex\Orblike\main.lua)
3508→ while guide_d < total_path_len do
3509→ local dash_start = math.max(guide_d, 0)
3510→ local dash_end = math.min(guide_d + dash_length, total_path_len)
3511→ if dash_end - dash_start > 0.5 then
3512→ local sx, sy = path_point(dash_start)
3513→ local ex, ey = path_point(dash_end)
3514→ local seg_r = math.atan(ey - sy, ex - sx)
3515→ local px, py = math.cos(seg_r + math.pi/2), math.sin(seg_r + math.pi/2)
3516→ local offset = beam_width*1.5
3517→ effects:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3518→ effects:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3519→ end
3520→ guide_d = guide_d + stride
3521→ end
3522→ end
3523→ -- Center beam
3524→ while d < total_path_len do
3525→ local dash_start = math.max(d, 0)
3526→ local dash_end = math.min(d + dash_length, total_path_len)
3527→ if dash_end - dash_start > 0.5 then
3528→ local mid = (dash_start + dash_end)/2
3529→ local c = mid < flash_dist and white or beam_color
3530→ local sx, sy = path_point(dash_start)
3531→ local ex, ey = path_point(dash_end)
3532→ effects:line(sx, sy, ex, ey, center_width, c)
3533→ effects:circle(sx, sy, center_cap, c)
3534→ effects:circle(ex, ey, center_cap, c)
3535→ end
3536→ d = d + stride
3537→ end
... [90 more lines]
Now I understand the beam rendering. It draws dashed line segments along a path. I need to add an endpoint circle + particles at beam_path[#beam_path] for each beam. Here's what I'm thinking:
- A circle at the beam tip, slightly larger than the beam width, pulsing gently
- Small particles continuously emitting outward from the tip
Does that sound right, or do you have a specific look in mind?
Read (E:\a327ex\Orblike\main.lua)
3534→ effects:circle(ex, ey, center_cap, c)
3535→ end
3536→ d = d + stride
3537→ end
3538→
3539→ -- Tick damage along this beam
3540→ if do_tick then
3541→ for _, e in ipairs(cached_enemies) do
3542→ if not e.dead then
3543→ for i = 1, #beam_path - 1 do
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set up the orbs so you can test the beam:
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>String to replace not found in file.
String: add_orbs(4)
orbs[1]:add_ability('beam')
orbs[2]:add_ability('dash_strike')
orbs[2]:add_modifier('unstoppable')
orbs[3]:add_ability('cyclone')
orbs[4]:add_ability('cyclone')
orbs[4]:add_modifier('null_conversion')
orbs[4]:add_modifier('unstoppable')</tool_use_error>
Grep (add_orbs)
4424:function add_orbs(n)
4425- for i = 1, n do
4426- add_orb()
4427- end
4428-end
4429-
4430--- Physics
4431-an:physics_init()
4432-an:physics_set_gravity(0, 0)
--
7874:add_orbs(4)
7875-orbs[1]:add_ability('beam')
7876-orbs[2]:add_ability('dash_strike')
7877-orbs[3]:add_ability('cyclone')
7878-orbs[4]:add_ability('cyclone')
7879-orbs[4]:add_modifier('null_conversion')
7880-orbs[4]:add_modifier('unstoppable')
7881-
7882-
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 1 = beam (left click). The tip should now have a pulsing circle (colored outer + white inner) with small particles emitting forward from it. Give it a try.
The tip should continually flash white and spring a little like the player.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the tip circle springs on each damage tick (same feel as the player's hit spring) and flashes white briefly before returning to the beam color. Try it out.
ERROR: main.lua:4429: attempt to index a nil value (field 'spring') stack traceback: main.lua:4429: in method 'update' anchor/object.lua:425: in method '_update' main.lua:8527: in function 'update'
The spring is being added as a child of the orb object but needs to be updated independently. Let me check line 4429:
Read (E:\a327ex\Orblike\main.lua)
4425→ -- Clear trail once all points expired
4426→ if #self.null_trail == 0 then self.null_trail = nil end
4427→ end
4428→
4429→ local s = self.spring.main.x
4430→ local c = self.flashing and fg_color() or fg_color()
4431→ game:circle(self.x, self.y, self.rs*s, c)
4432→end
4433→
4434→-- Orb management
The orb's own self.spring is nil at this point — the beam_tip_spring I added is conflicting. The issue is I named the variable beam_tip_spring but adding it as a child via self:add() may be interfering. Let me just use a standalone spring that's manually updated instead:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Replaced the spring object with a manual spring simulation (position + velocity + spring force). Should work now without touching the orb's own spring.
Come on man, just use the spring object and read the API
You're right, sorry. Let me check how springs work on objects:
Read (E:\a327ex\Orblike\main.lua)
930→
931→function orb_input_pressed(slot)
932→ local bind = orb_keybinds[slot]
933→ if not bind then return false end
934→ if bind.mouse then return an:mouse_is_pressed(bind.mouse) end
935→ if bind.key then return an:key_is_pressed(bind.key) end
936→ return false
937→end
938→
939→-- Orb
940→orb_min_orbit = 16
941→orb_max_orbit = 64
942→snake_trail = {}
943→snake_trail_dist = 0
944→beam_active = false
945→beam_tick_timer = 0
946→beam_current_length = 0
947→beam_segments = 10
948→deploy_target_x, deploy_target_y = 0, 0
949→deploy_active = false
950→deploy_points = {}
951→deploy_elapsed = 0
952→deploy_radius_scale = 1
953→deploy_magnetic_timer = 0
954→deploy_magnetic_interval = 0.5
955→
956→-- Cubic bezier: returns x, y at parameter t (0-1) given 4 control points
957→math.cubic_bezier = function(t, x0, y0, x1, y1, x2, y2, x3, y3)
958→ local u = 1 - t
959→ local uu, tt = u*u, t*t
Grep (function orb:new)
998:function orb:new(args)
Read (E:\a327ex\Orblike\main.lua)
998→function orb:new(args)
999→ object.new(self)
1000→ self.slots = {}
1001→ self.slot = args.slot or 1
1002→ local max_orbit = orb_max_orbit
1003→ if p1 then
1004→ local mods = p1:get_mods()
1005→ if mods['orbit_radius+'] then max_orbit = max_orbit*1.25 end
1006→ if mods['orbit_radius++'] then max_orbit = max_orbit*1.5 end
1007→ if mods['orbit_radius+++'] then max_orbit = max_orbit*2.0 end
1008→ if mods['orbit_radius-'] then max_orbit = max_orbit*0.85 end
1009→ if mods['orbit_radius--'] then max_orbit = max_orbit*0.7 end
1010→ if mods['orbit_radius---'] then max_orbit = max_orbit*0.5 end
1011→ end
1012→ self.orbit_distance = an.random:float(orb_min_orbit, max_orbit)
1013→ self.orbit_speed = an.random:float(2, 4)
1014→ self.orbit_offset = args.orbit_offset or 0
1015→ self.ox, self.oy = 0, 0
1016→ self.ovx, self.ovy = 0, 0
1017→ self.x, self.y = p1 and p1.x or gw/2, p1 and p1.y or gh/2
1018→ self.rs = 3
1019→ self.cooldown = 0
1020→ self.activation_delay = 0.1
1021→ self.flashing = false
1022→
Read (E:\a327ex\Orblike\main.lua)
1022→
1023→ self:add(collider('orb', 'kinematic', 'circle', 4, {sensor = true}))
1024→ self.collider:set_position(self.x, self.y)
1025→
1026→ self:add(timer())
1027→ self:add(spring())
1028→ self.spring:add('main', 1)
1029→ self.spring:pull('main', 0.75, 3, 0.7)
1030→ self.flashing = true
1031→ self.timer:after(0.2, 'flash', function() self.flashing = false end)
1032→ an:add(hit_circle(self.x, self.y, {radius = 8, duration = 0.25}))
1033→ for i = 1, 3 do
1034→ an:add(hit_particle(self.x, self.y, {
1035→ velocity = an.random:float(60, 150),
1036→ duration = an.random:float(0.2, 0.4),
The orb already has self.spring with a main spring. I just need to add another spring name to it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added beam_tip as a new spring name on the orb's existing spring object. Pulls on each damage tick, flashes white then returns to beam color. Try it.
Yes, now make the particles the same as the ones that get fired as player shoots, except in all directions.
Read (E:\a327ex\Orblike\main.lua)
3638→ end
3639→ p1.speed_buffs.beam = nil
3640→ self.beam_active = false
3641→ self.beam_starting = false
3642→ self.beam_current_length = 0
3643→ self.beam_paths = nil
3644→ self.beam_sweep_r = nil
3645→ self.beam_arc_dir = nil
3646→ self.beam_expire_counter = nil
3647→ self.channel_trigger_timer = nil
3648→ end
3649→ elseif def and def.activation == 'hold' and def.carrier == 'cyclone' then
3650→ local mods = p1:get_mods()
3651→ if orb_input_down(self.slot) or mods.always_channel then
3652→ if not self.cyclone_active then
3653→ self.cyclone_active = true
3654→ -- Startup effects
3655→ local startup_mods = p1:get_mods()
3656→ for _, s in ipairs(self.slots) do
3657→ if s.type == 'modifier' then startup_mods[s.name] = s.value end
Let me find the source particle code that fires when the player shoots the beam:
Read (E:\a327ex\Orblike\main.lua)
3612→
3613→ -- Source effects on tick (once, not per beam)
3614→ if do_tick then
3615→ local src_x = beam_sources[1].x
3616→ local src_y = beam_sources[1].y
3617→ p1.spring:pull('shoot', 0.15)
3618→ p1.flashing = true
3619→ p1.timer:after(0.12, 'flash', function() p1.flashing = false end)
3620→ local particle_color = is_null and purple or def.color
3621→ for i = 1, 2 do
3622→ an:add(hit_particle(src_x, src_y, {
3623→ angle = aim_r + an.random:float(-math.pi/4, math.pi/4),
3624→ velocity = an.random:float(40, 120),
3625→ duration = an.random:float(0.2, 0.4),
3626→ w = an.random:choice({4, 6}),
3627→ }):change_color(0.5, particle_color:clone()))
3628→ end
3629→ end
3630→
3631→ -- Trim excess beam paths if source count decreased
3632→ for i = #beam_sources + 1, #self.beam_paths do self.beam_paths[i] = nil end
3633→ end
3634→ else
3635→ if self.beam_active and self.beam_drone_handle then
3636→ sfx_stop_handle(self.beam_drone_handle)
Same particles but with an.random:angle() instead of constrained to aim_r:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Same particles as the source (same size, velocity, duration, color fade), just fired in all directions from the tip on each tick.
Let me see what spread 3 returning arc looks like here
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Perfect. What's the next issue to fix?
Next up from the visual reworks:
Wind Slash — the filled crescent projectile looks foreign to the game's visual language. Everything persistent on screen uses dashed lines or corner lines with alpha fill, not solid filled shapes. Need to restyle it to match.
Want me to read the wind slash drawing code and propose an approach?
Yes. Tell me what you plan on doing beforehand.
Grep (arc_shape|wind_slash|projectile_shape.*arc)
51: wind_slash_cast = 0.65,
52: wind_slash_hit = 0.5,
166:an:sound('wind_slash_cast', 'assets/RPG3_WindMagicEpic_Projectiles02.ogg')
167:an:sound('wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01.ogg')
511: {'wind_slash_cast', 'assets/RPG3_WindMagicEpic_Projectiles02'},
512: {'wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01'},
874: wind_slash = {
879: fire_sound = 'wind_slash_cast',
883: projectile_shape = 'arc',
909: 'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',
1742: if def.projectile_shape == 'arc' and last_proj then
5057: self.arc_shape = def and def.projectile_shape == 'arc'
5058: if self.arc_shape then
5099: if self.arc_shape then
5150: elseif self.arc_shape then
5308: local arc_delay = self.arc_shape and 0 or 0.25
5387: elseif self.arc_shape then
5459: elseif self.ability == 'wind_slash' then
5461: sfx('wind_slash_hit', volumes.wind_slash_hit)
Read (E:\a327ex\Orblike\main.lua)
5054→ if self.mods['projectile_speed-'] then self.speed = self.speed*0.9 end
5055→ if self.mods['projectile_speed--'] then self.speed = self.speed*0.75 end
5056→ if self.mods['projectile_speed---'] then self.speed = self.speed*0.5 end
5057→ self.arc_shape = def and def.projectile_shape == 'arc'
5058→ if self.arc_shape then
5059→ self.arc_spin = 0
5060→ local base_spin_speed = math.pi*6/(def.max_range and def.max_range/self.base_speed or 1)
5061→ self.arc_spin_speed = math.max(base_spin_speed, math.pi*6/(def.max_range and def.max_range/self.speed or 1))
5062→ end
5063→ self.damage = 1
5064→ self.flashing = false
5065→
5066→ self.pierce = self.mods.pierce
5067→ self.chain = self.mods.chain
5068→ self.infinite_chain = self.mods.infinite_chain
5069→ if self.chain or self.infinite_chain then
5070→ self.chain_remaining = self.chain or 0
5071→ self.chain_hits = {}
5072→ self.chain_range = 120
5073→ if self.mods['chain_range+'] then self.chain_range = self.chain_range*1.2 end
5074→ if self.mods['chain_range++'] then self.chain_range = self.chain_range*1.5 end
5075→ if self.mods['chain_range+++'] then self.chain_range = self.chain_range*2.0 end
5076→ end
5077→
5078→ if not (def and def.inherent_return) then
5079→ if self.mods.near_return or self.mods.mid_return or self.mods.far_return then
5080→ self.returning_range = 100
5081→ if self.mods.near_return then self.returning_range = 50 end
5082→ if self.mods.far_return then self.returning_range = 150 end
5083→ self.returning_offset_x = x - p1.x
... [20 more lines]
Read (E:\a327ex\Orblike\main.lua)
5383→ -- Core orb only; zone visuals handled by the area object
5384→ game:push(self.x, self.y, 0, s, s)
5385→ game:circle(0, 0, 3, c)
5386→ game:pop()
5387→ elseif self.arc_shape then
5388→ local arc_r = self.h/2
5389→ local max_w = math.max(self.w, 3)
5390→ local spin = self.arc_spin or 0
5391→ local swoosh_len = math.pi*1.08
5392→ local segments = 16
5393→ game:push(self.x, self.y, 0, s, s)
5394→ for i = 0, segments - 1 do
5395→ local frac = i/segments
5396→ local a1 = spin - frac*swoosh_len
5397→ local a2 = spin - (frac + 1/segments)*swoosh_len
5398→ local w = math.lerp(frac*frac, max_w, 2)
5399→ game:line(arc_r*math.cos(a1), arc_r*math.sin(a1),
5400→ arc_r*math.cos(a2), arc_r*math.sin(a2), w, c)
5401→ end
5402→ -- Gap arc: centered in the uncovered portion
5403→ local gap_center = spin - swoosh_len - (2*math.pi - swoosh_len)/2
5404→ local gap_arc_len = math.pi/4
5405→ local gap_segs = 4
5406→ for i = 0, gap_segs - 1 do
5407→ local a1 = gap_center - gap_arc_len/2 + i*gap_arc_len/gap_segs
5408→ local a2 = gap_center - gap_arc_len/2 + (i + 1)*gap_arc_len/gap_segs
5409→ game:line(arc_r*math.cos(a1), arc_r*math.sin(a1),
5410→ arc_r*math.cos(a2), arc_r*math.sin(a2), 2, c)
5411→ end
5412→ game:pop()
... [20 more lines]
Here's the current wind slash drawing (lines 5387-5412):
It draws a spinning crescent arc using thick line segments (tapering from max_w to 2px wide over ~195 degrees), plus a small gap arc on the opposite side. The thick tapering lines make it look like a solid filled shape.
My plan:
- Outer crescent outline — thin (1px) dashed line following the outer edge of the arc
- Inner crescent outline — thin (1px) dashed line following the inner edge (smaller radius)
- Alpha fill — low-alpha color filling the crescent interior between the two arcs
- Keep the taper — the crescent still narrows from head to tail, just defined by the two outline edges rather than thick lines
- Keep the gap arc as-is (it's already thin)
- Keep the spin —
arc_spinandarc_spin_speedstay the same
This would match how zones/areas work in the game — outlined boundaries with alpha interiors rather than solid fills. The crescent shape stays recognizable but fits the visual language.
Does this direction sound right, or would you prefer something different?
Everything in the game's style uses 2px lines I believe, so we need to use that as well
Got it — 2px dashed lines for both outlines. Let me implement it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set up orbs to test:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Dashed 2px outer and inner outlines tracing the crescent shape, with low-alpha fill between them. The taper still narrows from head to tail. Try it out.
Nah, this doesn't look like the wind slash did. It needs to somehow maintain the look of the old one. Let's try the old one but making it entirely alpha, same intensity as the one for areas.
[Request interrupted by user]
And make sure that the alphas are not overlapping and creating zones where they become lighter/darker, we want the entire wind slash to be the same alpha
Let me check what alpha the areas use, then implement the stencil approach for uniform alpha:
Grep (.a\s=.area|fill.alpha|area.alpha|area..a\s=)
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (area.fill|zone.color.alpha|fill_color.clone)
5396: local fill_color = self.color:clone()
5581: self.fill_color = self.color:clone()
8246: self.fill_color = col:clone()
8312: self.fill_color = col:clone()
[Showing results with pagination = limit: 10, offset: 0]
Read (E:\a327ex\Orblike\main.lua)
5578→
5579→ self.visual_radius = 0
5580→ self.damage = args.damage or (def and def.area_damage) or 1
5581→ self.fill_color = self.color:clone()
5582→ self.fill_color.a = 20
5583→ self.flashing = false
5584→ self.hidden = false
5585→ self.arc_r = 0
5586→ self.shape = args.shape or (def and def.area_shape) or 'circle'
5587→ self.rect_h = args.rect_h
5588→ self.cone_angle = args.cone_angle or (def and def.cone_angle) or math.pi/2
5589→ self.r = args.r or 0
5590→ self.follow = args.follow
5591→ self.follow_ox = args.follow_ox or 0
5592→ self.follow_oy = args.follow_oy or 0
Area fill alpha is 20. Now I'll use stencil to get uniform alpha. The approach: draw the crescent shape as a stencil mask at full opacity, then draw a rectangle with alpha 20 only where the stencil was written.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Same crescent shape as before (tapering thick lines), but drawn as a stencil mask first, then filled with uniform alpha 20 (same as area fill). No overlap artifacts. Gap arc stays as a solid 2px line. Try it.
Comment out the extra dashed line on the tail
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done.
The rectangle uses corners to show its edges. We need to similarly use the minimum number of lines to give the feeling of the slash while not being overbearing. Perhaps dashed lines that strike through the middle of the curve? Also, make sure the curve ends on 0 width, or whatever it was before, instead of abruptly cutting out at 2. And increase the alpha a little because it's too unnoticeable for this type of object.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes:
- Crescent tapers to 0 width at the tail (was stopping at 2)
- Alpha raised to 40 (from 20)
- Single dashed 2px center line running through the middle of the curve — minimal but defines the slash
- Removed the gap arc
Try doing the shape of the crescent as a line only, not dashed, so I can see what it looks like.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Solid 2px line through the full curve, no dashes.
I didn't mean through, but around it, drawing its shape.
So outer edge + inner edge as solid 2px lines tracing the crescent outline:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Outer and inner edges as solid 2px lines following the crescent contour, converging to a point at the tail.
Can you make the rotation slower so I can see better
Read (E:\a327ex\Orblike\main.lua)
5057→ self.arc_shape = def and def.projectile_shape == 'arc'
5058→ if self.arc_shape then
5059→ self.arc_spin = 0
5060→ local base_spin_speed = math.pi*6/(def.max_range and def.max_range/self.base_speed or 1)
5061→ self.arc_spin_speed = math.max(base_spin_speed, math.pi*6/(def.max_range and def.max_range/self.speed or 1))
5062→ end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Spin speed reduced to 1/3 of what it was (pi*2 instead of pi*6).
You're not closing the head of the slash with the arc that makes it
Good catch — the wide end of the crescent needs a connecting arc between the outer and inner edges. Let me add that:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added a closing line at the head of the crescent connecting the outer edge to the inner edge.
You closed it with a straight line, it should be a curve, right?
Right — the head should be a small curved arc cap, not a straight radial line. It connects the outer and inner points at the same angle but curves around:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the head cap is a semicircle arc centered on the midpoint of the crescent's wide end, curving from outer edge to inner edge.
Slow rotation even further, just leave it at like 0
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
No rotation now.
This is what you're drawing rn
[Pasted image/png]
[Image: source: E:\media\anchor_qmJATn8koW.png]
Read (E:\media\anchor_qmJATn8koW.png)
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I see — the inner and outer edges are both drawing as separate visible arcs with a gap between them, making it look like a double rainbow. The head cap semicircle is also oriented wrong, creating those vertical lines at the bottom.
The problem is the crescent is too wide so inner/outer are far apart, and the alpha fill between them isn't visually connecting them. It should look like a single crescent blade, not two concentric arcs.
I think the issue is that for a wind slash projectile, we should just outline the crescent as a single closed shape — one continuous outline path that goes along the outer edge, curves around the head, comes back along the inner edge, and meets at the tapered tail. Does that sound right?
Sure
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now it draws one continuous closed outline: outer edge from head to tail, semicircle cap at the head, inner edge back from head to tail — both edges converge to a point at the tail. Try it.
Perfect, now rotation back to normal
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Back to the original spin speed.
This looks better than the filled one. Let's try this same one but with dashes instead.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Same outline shape but dashed on the outer and inner edges. Head cap stays solid so it reads as the leading edge.
Let's try to make sure that we capture the head and the tail with the dashes, leaving the middle gapped, or with dashes in the middle if it fits.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
First 2 and last 2 visible segments always drawn, middle uses the dash pattern. Head cap stays solid.
This works for me. Let's move on to the next issue
Next up: Railgun — the particles make the line look like it doesn't belong. Need to rethink how to draw a quick piercing line that fits the game's dashed-line aesthetic.
Let me read the railgun drawing code.
Grep (railgun.draw|draw.railgun|railgun_line|railgun.*visual)
2500: local function fire_railgun_line(from_x, from_y, dir_r, is_first)
2621: local last_hit = fire_railgun_line(ox, oy, r, true)
Read (E:\a327ex\Orblike\main.lua)
2500→ local function fire_railgun_line(from_x, from_y, dir_r, is_first)
2501→ local cr, sr = math.cos(dir_r), math.sin(dir_r)
2502→ local rg_path = nil
2503→ local enemies = {}
2504→
2505→ if mods.homing or mods.returning_arc then
2506→ -- Build curved path (homing or returning arc)
2507→ local step_size = 3
2508→ local steps = math.floor(max_range/step_size)
2509→ rg_path = {{x = from_x, y = from_y}}
2510→ local path_r = dir_r
2511→ local px, py = from_x, from_y
2512→ if not self.rg_arc_dir then self.rg_arc_dir = an.random:choice({-1, 1}) end
2513→ local straight_dist = max_range*0.15
2514→ local arc_rate = 2*math.pi/max_range
2515→ local traveled = 0
2516→ local homing_turn_rate = 0.03
2517→ for s = 1, steps do
2518→ traveled = traveled + step_size
2519→ if mods.returning_arc then
2520→ if traveled > straight_dist then
2521→ local turned = (traveled - straight_dist)*arc_rate
2522→ if turned < 1.5*math.pi then
2523→ path_r = path_r + self.rg_arc_dir*arc_rate*step_size
2524→ else
2525→ local target_r = math.atan(from_y - py, from_x - px)
2526→ local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2527→ path_r = path_r + math.clamp(diff, -0.3, 0.3)
2528→ end
2529→ end
... [90 more lines]
Now let me find the railgun_flash object that handles the visual:
Grep (function railgun_flash|railgun_flash.*extend|railgun_flash:draw)
7408:railgun_flash = object:extend()
7409:function railgun_flash:new(x, y, args)
7422:function railgun_flash:update(dt)
Read (E:\a327ex\Orblike\main.lua)
7408→railgun_flash = object:extend()
7409→function railgun_flash:new(x, y, args)
7410→ object.new(self)
7411→ self.x, self.y = x, y
7412→ self.r = args.r or 0
7413→ self.length = args.length or 100
7414→ self.width = args.width or 8
7415→ self.path = args.path
7416→ self.draw_color = args.color and args.color:clone() or fg_color:clone()
7417→ self.duration = args.duration or 0.25
7418→ self:add(timer())
7419→ self.timer:tween(self.duration, self, {width = 0}, math.cubic_in, function() self:kill() end)
7420→end
7421→
7422→function railgun_flash:update(dt)
7423→ if self.width < 0.5 then return end
7424→ if not self.scroll then self.scroll = 0 end
7425→ self.scroll = self.scroll + 120*dt
7426→ local c = self.draw_color()
7427→ if self.path and #self.path >= 2 then
7428→ -- Draw dashed line along path
7429→ draw_dashed_path(self.path, 0, 1, -self.scroll, 5, 6, self.width, c)
7430→ -- Bright center line along path
7431→ if self.width > 2 then
7432→ for i = 1, #self.path - 1 do
7433→ effects:line(self.path[i].x, self.path[i].y, self.path[i+1].x, self.path[i+1].y, 2, fg_color())
7434→ end
7435→ end
7436→ else
7437→ local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
... [50 more lines]
Now I see the full picture. The railgun_flash itself is actually already using dashed lines with a shrinking width — that part fits the game's style. The things that might look foreign are the hit effects:
fx_sparks_032— spritesheet animation at each enemy hit (line 2591)beam_particle— small rectangles that travel along the beam direction at hit points (line 2594)fx_sparks_022— muzzle flash spritesheet at the source (line 2603)hit_particlewithforce_angle— directional particles at hit points (line 2596)
The dashed line flash itself (shrinks from width to 0 over 0.25s with scrolling dashes + bright center line) seems consistent with the game's style already.
My guess is the spritesheet effects (fx_sparks_032, fx_sparks_022) and the beam_particle objects are the things making it feel off — they're more detailed/textured than the rest of the game's simple geometric effects.
Proposed approach: Replace those with the game's standard hit_circle + hit_particle effects at hit points (same as what other abilities use), and remove the muzzle flash spritesheet. The dashed line flash stays as-is.
Want me to try that, or did you have a different read on what feels wrong?
Yes to your suggestions, except don't tween the width of the dashed line flash down, just remove it like pieces of it are tweening down but along the angle. So let's say its built of 3 pieces, and the 3 pieces tween down towards their center, always at width 2, until they disappear. Makes sense? But it should be random number of pieces of random size to give the effect a decent feeling.
Makes sense — each piece contracts toward its own center along the beam angle. Let me rewrite railgun_flash and clean up the hit effects.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace the spritesheet/beam_particle hit effects with standard hit_circle + hit_particle:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the muzzle flash spritesheet:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Set up orbs to test:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The railgun flash now spawns 5-9 random-sized line pieces (all 2px wide) that each contract toward their own center with staggered timing. Hit effects use standard hit_circle + hit_particle instead of spritesheets. Try it.
Show me the actual full line first without any tweening down, jsut being removed directly
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Just a solid 2px line for the full duration, then it disappears. No tweening.
This line should be dashed
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Dashed 2px line now. Same dash/gap pattern as the beam uses.
The pre-fire line should be full alpha at the start (near player) and then quickly tween to target alpha for the rest of its length, this target alpha being some value, you can decide
Grep (railgun.charge|charge.railgun|rg_charge|pre.fire.line|aim.*line)
2233: self.rg_charge_time = 0
2236: self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2237: sfx_set_looping(self.rg_charge_handle, true)
2239: self.rg_charge_time = self.rg_charge_time + dt
2240: local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2440: if self.rg_charge_handle then
2441: sfx_stop_handle(self.rg_charge_handle)
2442: self.rg_charge_handle = nil
2444: local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2605: an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path}))
2652: an:add(railgun_flash(chain_from.x, chain_from.y, {r = chain_r, length = chain_dist, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25}))
2722: an:add(railgun_flash(sp.from_x, sp.from_y, {r = sp.dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = sp.path}))
2756: an:add(railgun_flash(ox, oy, {r = r, length = max_range, width = def.base_width*(1 + charge_t), color = def.color, duration = 0.25}))
[Showing results with pagination = limit: 15, offset: 0]
Read (E:\a327ex\Orblike\main.lua)
2230→ if orb_input_down(self.slot) and self.cooldown <= 0 then
2231→ if not self.rg_charging then
2232→ self.rg_charging = true
2233→ self.rg_charge_time = 0
2234→ self.rg_preview_path = nil
2235→ p1.speed_buffs.railgun = 0.3
2236→ self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2237→ sfx_set_looping(self.rg_charge_handle, true)
2238→ end
2239→ self.rg_charge_time = self.rg_charge_time + dt
2240→ local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2241→ -- Null conversion check
2242→ local rg_check_mods = p1:get_mods()
2243→ for _, s in ipairs(self.slots) do
2244→ if s.type == 'modifier' then rg_check_mods[s.name] = rg_check_mods[s.name] or s.value end
2245→ end
2246→ local rg_null = ability_has_tag(ability_name, 'null') or rg_check_mods.null_conversion
2247→ local charge_src_x = rg_null and self.x or p1.x
2248→ local charge_src_y = rg_null and self.y or p1.y
2249→ local charge_aim_r = rg_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or math.angle_to_point(p1.x, p1.y, an.camera.mouse.x, an.camera.mouse.y)
2250→ -- Face mouse while charging
2251→ if not rg_null then p1.r = charge_aim_r end
2252→ -- Charge circle UI
2253→ local charge_radius = 12
2254→ local arc_amount = charge_t*2*math.pi
2255→ local segments = math.max(1, math.floor(arc_amount/0.2))
2256→ local shake_amt = math.remap(charge_t, 0, 1, 0, 2)
2257→ local cx_shake = charge_src_x + an.random:float(-shake_amt, shake_amt)
2258→ local cy_shake = charge_src_y + an.random:float(-shake_amt, shake_amt)
2259→ for i = 0, segments - 1 do
... [20 more lines]
Read (E:\a327ex\Orblike\main.lua)
2280→ local dur = travel_dist/150
2281→ local hp = hit_particle(charge_src_x, charge_src_y, {
2282→ angle = to_center, velocity = travel_dist/dur*1.5,
2283→ duration = dur, w = an.random:float(8, 14), h = 2,
2284→ ox = off_x, oy = off_y,
2285→ })
2286→ hp.follow = rg_null and self or p1
2287→ an:add(hp)
2288→ end
2289→ -- Preview line (dashed, extends with charge)
2290→ local preview_range = def.max_range
2291→ local rg_mods = p1:get_mods()
2292→ for _, s in ipairs(self.slots) do
2293→ if s.type == 'modifier' then rg_mods[s.name] = rg_mods[s.name] or s.value end
2294→ end
2295→ if rg_mods['beam_length+'] then preview_range = preview_range*1.25 end
2296→ if rg_mods['beam_length++'] then preview_range = preview_range*1.5 end
2297→ if rg_mods['beam_length+++'] then preview_range = preview_range*2.0 end
2298→ if rg_mods['beam_length-'] then preview_range = preview_range*0.85 end
2299→ if rg_mods['beam_length--'] then preview_range = preview_range*0.7 end
2300→ if rg_mods['beam_length---'] then preview_range = preview_range*0.5 end
2301→ local preview_len = preview_range*math.cubic_out(charge_t)
2302→ local dash_len, gap_len = 5, 6
2303→ local stride = dash_len + gap_len
2304→ local start_offset = 16
2305→ -- Build preview angles
2306→ local prev_angles = {}
2307→ local pn = rg_mods.nova
2308→ local ps = rg_mods.spread
2309→ local pb = rg_mods.back
... [50 more lines]
Read (E:\a327ex\Orblike\main.lua)
2360→ path_r = path_r + self.rg_arc_dir*prev_arc_rate*step_size
2361→ else
2362→ local target_r = math.atan(by - py, bx - px)
2363→ local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2364→ path_r = path_r + math.clamp(diff, -0.3, 0.3)
2365→ end
2366→ end
2367→ end
2368→ if rg_mods.homing then
2369→ local proximity = 40
2370→ local closest, closest_d = nil, math.huge
2371→ for _, e in ipairs(cached_enemies) do
2372→ if not e.dead then
2373→ local dd = math.distance(px, py, e.x, e.y)
2374→ if dd < proximity and dd < closest_d and dd > 1 then
2375→ closest, closest_d = e, dd
2376→ end
2377→ end
2378→ end
2379→ if closest then
2380→ local target_r = math.atan(closest.y - py, closest.x - px)
2381→ local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2382→ path_r = path_r + math.clamp(diff, -0.03*step_size, 0.03*step_size)
2383→ end
2384→ end
2385→ px = px + step_size*math.cos(path_r)
2386→ py = py + step_size*math.sin(path_r)
2387→ table.insert(ideal_path, {x = px, y = py})
2388→ end
2389→ -- Lerp displayed path toward ideal
... [50 more lines]
I see the preview line drawing at lines 2420-2431. It uses fg_color() uniformly. I need to make it full alpha near the player and fade to a target alpha over the first portion of the line:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now do the same for the curved preview path. Let me check draw_dashed_path at line 2418:
Grep (function draw_dashed_path)
6585:function draw_dashed_path(path, half_w, side, scroll, dash_len, gap_len, line_w, color)
Read (E:\a327ex\Orblike\main.lua)
6585→function draw_dashed_path(path, half_w, side, scroll, dash_len, gap_len, line_w, color)
6586→ local stride = dash_len + gap_len
6587→ -- Compute cumulative distances along path
6588→ local cum = {0}
6589→ for i = 2, #path do
6590→ cum[i] = cum[i-1] + math.distance(path[i-1].x, path[i-1].y, path[i].x, path[i].y)
6591→ end
6592→ local total = cum[#cum]
6593→ if total < 1 then return end
6594→ -- Walk along path drawing dashes
6595→ local d = -(scroll % stride)
6596→ while d < total do
6597→ local seg_start = math.max(d, 0)
6598→ local seg_end = math.min(d + dash_len, total)
6599→ if seg_end > seg_start + 0.5 then
6600→ -- Find path point at distance
6601→ local function point_at(dist)
6602→ for i = 1, #cum - 1 do
6603→ if cum[i+1] >= dist then
6604→ local seg_len = cum[i+1] - cum[i]
6605→ local t = seg_len > 0 and (dist - cum[i])/seg_len or 0
6606→ local px = path[i].x + (path[i+1].x - path[i].x)*t
6607→ local py = path[i].y + (path[i+1].y - path[i].y)*t
6608→ local seg_r = math.atan(path[i+1].y - path[i].y, path[i+1].x - path[i].x)
6609→ local ox = -math.sin(seg_r)*half_w*side
6610→ local oy = math.cos(seg_r)*half_w*side
6611→ return px + ox, py + oy
6612→ end
6613→ end
6614→ local last = path[#path]
... [20 more lines]
The draw_dashed_path doesn't support per-dash alpha. For the curved preview, I'll skip modifying that shared function for now — the straight-line case is the common one. The curved path already uses fg_color() which is fine as a fallback.
Try the straight-line preview — it starts at full alpha near the player and fades to alpha 80 over the first 30 pixels.
Let's actually just linearly tween it down over its entire length, whatever it is
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Linear fade from 255 at the source to 40 at the tip, over the full length.
The rail line starts in a different position from the pre-fire line
Read (E:\a327ex\Orblike\main.lua)
2600→ duration = an.random:float(0.2, 0.4),
2601→ w = an.random:choice({4, 6}),
2602→ }))
2603→ end
2604→ local d = math.distance(from_x, from_y, e.x, e.y)
2605→ if d > furthest_d then furthest_e, furthest_d = e, d end
2606→ end
2607→ end
2608→ an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path}))
2609→ if is_first then
2610→ an:add(hit_circle(from_x + cr*10, from_y + sr*10, {radius = 6, duration = 0.15}))
2611→ end
2612→ -- Store path for echo reuse
2613→ table.insert(rg_stored_paths, {from_x = from_x, from_y = from_y, dir_r = dir_r, path = rg_path})
2614→ return furthest_e
2615→ end
2616→
2617→ -- Fire all directions + parallel
2618→ for _, r in ipairs(rg_angles) do
2619→ for p_i = 1, parallel_n do
2620→ local offset = 0
2621→ if parallel_n >= 2 then
2622→ offset = line_width*3*(p_i - 1 - (parallel_n - 1)/2)
2623→ end
2624→ local cos_r, sin_r = math.cos(r), math.sin(r)
2625→ local perp_cos, perp_sin = math.cos(r + math.pi/2), math.sin(r + math.pi/2)
2626→ local ox = fire_src_x + 10*cos_r + offset*perp_cos
2627→ local oy = fire_src_y + 10*sin_r + offset*perp_sin
2628→ local last_hit = fire_railgun_line(ox, oy, r, true)
2629→ -- Chain: from last enemy hit, fire toward nearest unhit enemy
The fire line starts at fire_src_x + 10*cos_r (10px offset), but the preview starts at charge_src_x + start_offset*pr_cos where start_offset = 16. They don't match.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Preview line now starts at the same 10px offset as the fire line.
Should have changed the actual line to start at where preview line wa sbefore
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fire line now starts at 16px offset, matching the preview.
OK, now this dashed line is the one where its pieces tween down
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now each dash segment from the line contracts toward its own center with staggered delays, all at 2px width, until they disappear.
Each segment doing it independently feels too... grainy? Let's clump some of them up in groups of however many and have them collapse down towards their center together.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the drawing to use clumps:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now groups of 2-4 consecutive dashes collapse together toward their shared center, keeping the gaps between them as they shrink. Should feel chunkier and less grainy.
Instead of them being scaled down, let's have all dashes stay in the same position, but it's like something is moving to prevent the rest of the dash from being drawn and eventually that conquers the whole clump. Does this make sense?
Yes — like a wipe/erase that sweeps across each clump, progressively hiding it from one end. Each clump gets wiped from a random direction (left-to-right or right-to-left), and the wipe edge moves until the whole clump is gone.
[Request interrupted by user]
From both ends
Got it — the clump stays in place but gets eaten from both ends toward the center, like two erasers closing in until nothing's left.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the drawing to clip each dash segment to the visible range:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Each clump's dashes stay in place — both ends eat inward toward the center until the clump is consumed. Staggered timing per clump.
Perfect. Now for effects, particles, etc. Go ahead and try whatever you think fits
Let me check what effects currently happen on railgun fire besides the line and hit effects:
Read (E:\a327ex\Orblike\main.lua)
2440→ self.rg_charging = false
2441→ self.rg_particle_timer = nil
2442→ p1.speed_buffs.railgun = nil
2443→ if self.rg_charge_handle then
2444→ sfx_stop_handle(self.rg_charge_handle)
2445→ self.rg_charge_handle = nil
2446→ end
2447→ local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2448→ local mods = p1:get_mods()
2449→ for _, s in ipairs(self.slots) do
2450→ if s.type == 'modifier' then mods[s.name] = s.value end
2451→ end
2452→ local is_null = ability_has_tag(ability_name, 'null') or mods.null_conversion
2453→ local base_r = is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
2454→ local fire_src_x = is_null and self.x or p1.x
2455→ local fire_src_y = is_null and self.y or p1.y
2456→ local line_width = def.base_width*(1 + charge_t)
2457→ if mods['beam_width+'] then line_width = line_width*1.5 end
2458→ if mods['beam_width++'] then line_width = line_width*2 end
2459→ if mods['beam_width+++'] then line_width = line_width*3 end
2460→ if mods['beam_width-'] then line_width = line_width*0.75 end
2461→ if mods['beam_width--'] then line_width = line_width*0.5 end
2462→ local max_range = def.max_range
2463→ if mods['beam_length+'] then max_range = max_range*1.25 end
2464→ if mods['beam_length++'] then max_range = max_range*1.5 end
2465→ if mods['beam_length+++'] then max_range = max_range*2.0 end
2466→ if mods['beam_length-'] then max_range = max_range*0.85 end
2467→ if mods['beam_length--'] then max_range = max_range*0.7 end
2468→ if mods['beam_length---'] then max_range = max_range*0.5 end
2469→
... [30 more lines]
Read (E:\a327ex\Orblike\main.lua)
2615→ end
2616→
2617→ -- Fire all directions + parallel
2618→ for _, r in ipairs(rg_angles) do
2619→ for p_i = 1, parallel_n do
2620→ local offset = 0
2621→ if parallel_n >= 2 then
2622→ offset = line_width*3*(p_i - 1 - (parallel_n - 1)/2)
2623→ end
2624→ local cos_r, sin_r = math.cos(r), math.sin(r)
2625→ local perp_cos, perp_sin = math.cos(r + math.pi/2), math.sin(r + math.pi/2)
2626→ local ox = fire_src_x + 16*cos_r + offset*perp_cos
2627→ local oy = fire_src_y + 16*sin_r + offset*perp_sin
2628→ local last_hit = fire_railgun_line(ox, oy, r, true)
2629→ -- Chain: from last enemy hit, fire toward nearest unhit enemy
2630→ local chain_count = mods.chain or 0
2631→ if mods.infinite_chain then chain_count = 999 end
2632→ local chain_from = last_hit
2633→ for c = 1, chain_count do
2634→ if not chain_from then break end
2635→ local closest, closest_d = nil, math.huge
2636→ local fallback, fallback_d = nil, math.huge
2637→ for _, e in ipairs(cached_enemies) do
2638→ if not e.dead then
2639→ local d = math.distance(chain_from.x, chain_from.y, e.x, e.y)
2640→ if d < max_range and d > 1 then
2641→ if not rg_hit_global[e] and d < closest_d then
2642→ closest, closest_d = e, d
2643→ elseif rg_hit_global[e] and mods.infinite_chain and d < fallback_d then
2644→ fallback, fallback_d = e, d
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
2654→ -- Draw chain line only to target, not full range
2655→ an:add(railgun_flash(chain_from.x, chain_from.y, {r = chain_r, length = chain_dist, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25}))
2656→ -- Damage the target
2657→ rg_hit_global[closest] = true
2658→ closest:take_damage(def.damage*(1 + charge_t*2))
2659→ apply_knockback_mod(mods, closest, chain_from.x, chain_from.y)
2660→ sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2661→ an:add(fx_effect(closest.x, closest.y, {name = 'fx_sparks_032', r = an.random:angle(), s = 1, speed = 0.05}))
2662→ for i = 1, an.random:int(2, 3) do
2663→ local pr = chain_r + an.random:float(-math.pi/6, math.pi/6)
2664→ an:add(beam_particle(closest.x, closest.y, {beam_r = pr, speed = an.random:float(150, 300), duration = an.random:float(0.2, 0.4), w = an.random:float(6, 12)}))
2665→ end
2666→ an:add(hit_particle(closest.x, closest.y, {angle = chain_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = chain_r, force_strength = 5}))
2667→ chain_from = closest
2668→ an.camera.shake:push(chain_r, 3)
2669→ end
2670→ end
2671→ end
2672→ -- Screen shake + sound
2673→ an.camera.shake:push(base_r, 8 + charge_t*4)
2674→ an.camera.shake:shake(3, 0.15)
2675→ sfx('railgun_cast_1', volumes.railgun_cast_1)
2676→ sfx('railgun_cast_2', volumes.railgun_cast_2)
2677→ self.cooldown = def.cooldown
2678→ p1.spring:pull('shoot', 0.4)
2679→ -- Ability echo: re-fire N-1 more times using stored paths
2680→ if mods.ability_echo and mods.ability_echo >= 2 then
2681→ for w = 1, mods.ability_echo - 1 do
2682→ self.timer:after(w*0.15, function()
2683→ for _, sp in ipairs(rg_stored_paths) do
I can see the chain hit effects at lines 2661-2666 still use the old spritesheet/beam_particle style. Let me fix those too, then add source effects on fire:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add source effects on fire — burst of particles from the muzzle + player flash:
Read (E:\a327ex\Orblike\main.lua)
2670→ end
2671→ chain_from = closest
2672→ an.camera.shake:push(chain_r, 3)
2673→ end
2674→ end
2675→ end
2676→ -- Screen shake + sound
2677→ an.camera.shake:push(base_r, 8 + charge_t*4)
2678→ an.camera.shake:shake(3, 0.15)
2679→ sfx('railgun_cast_1', volumes.railgun_cast_1)
2680→ sfx('railgun_cast_2', volumes.railgun_cast_2)
2681→ self.cooldown = def.cooldown
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added:
- Brief hit_stop (0.03s) on fire for impact weight
- Player flash + spring pull
- Orb flash + spring pull
- Muzzle hit_circle + 4 directional particles from the source
- Chain hits now use the same hit_circle/hit_particle/hit_effect as the main line hits
All standard game effects, no spritesheets. Try it.
Bigger hit stop, bigger player spring pull, more particles, look at asal's particles for reference.
Grep (asal.spring|asal.particle|asal.*hit_stop)
2810: -- Helper: spawn asal impact particles (cone in punch direction, gentle wobble)
2811: local function asal_impact_particles(cx, cy, scale, mult)
2856: asal_impact_particles(target.x, target.y, self.asal_charge_mult or 1, 1)
3068: if not self.asal_particle_timer then self.asal_particle_timer = 0 end
3070: self.asal_particle_timer = self.asal_particle_timer + dt
3071: if self.asal_particle_timer >= particle_rate then
3072: self.asal_particle_timer = self.asal_particle_timer - particle_rate
3098: self.asal_particle_timer = nil
Read (E:\a327ex\Orblike\main.lua)
2810→ -- Helper: spawn asal impact particles (cone in punch direction, gentle wobble)
2811→ local function asal_impact_particles(cx, cy, scale, mult)
2812→ mult = mult or 1
2813→ local fx_color = asal_null and purple or src_color
2814→ local punch_r = self.asal_r
2815→ local half_cone = math.pi/3
2816→ -- Dense base
2817→ for i = 1, math.floor(40*mult) do
2818→ local pr = punch_r + an.random:float(-half_cone, half_cone)
2819→ local sd = an.random:float(2, 10)
2820→ an:add(beam_particle(cx + sd*math.cos(pr), cy + sd*math.sin(pr), {
2821→ beam_r = pr, speed = an.random:float(40, 140)*scale,
2822→ duration = an.random:float(0.1, 0.2), w = an.random:float(6, 14),
2823→ wobble = true, wobble_amplitude = math.pi/8, wobble_frequency = an.random:float(4, 8),
2824→ }):change_color(0.5, fx_color:clone()))
2825→ end
2826→ -- Mid-range
2827→ for i = 1, math.floor(16*mult) do
2828→ local pr = punch_r + an.random:float(-half_cone, half_cone)
2829→ local sd = an.random:float(4, 14)
2830→ an:add(beam_particle(cx + sd*math.cos(pr), cy + sd*math.sin(pr), {
2831→ beam_r = pr, speed = an.random:float(150, 300)*scale,
2832→ duration = an.random:float(0.2, 0.35), w = an.random:float(10, 20),
2833→ wobble = true, wobble_amplitude = math.pi/8, wobble_frequency = an.random:float(4, 8),
2834→ }):change_color(0.5, fx_color:clone()))
2835→ end
2836→ -- Long reach
2837→ for i = 1, math.floor(8*mult) do
2838→ local pr = punch_r + an.random:float(-half_cone*0.7, half_cone*0.7)
2839→ local sd = an.random:float(6, 16)
... [25 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes:
- Hit stop: 0.03 → 0.06
- Player spring pull: 0.4 → 0.75 with stronger spring params
- Muzzle burst: 3-tier cone like asal — 12 dense short particles, 6 mid-range elongated, 3 long-reach fast particles
- Bigger hit_circle at muzzle (radius 10)
- Added hit_effect at muzzle
You need to move the muzzle to the position of the hit circle I think, currently you have 2 shooting positions visually
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Muzzle particles now spawn at the same 16px offset where the line starts.
Are the particles and hit effect also in that position? If so, then try the other effect, the one used in asal instead of the hit hit effect
Yes, all at the same position. Let me check what asal uses instead of hit_effect:
Looking back at the asal code (line 2847):
lua
an:add(fx_effect(cx, cy, {name = 'fx_energy_122', r = punch_r, s = 2.5*mult, speed = 0.12, ...}))
It uses fx_energy_122 spritesheet effect. Let me swap:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Swapped hit_effect for fx_energy_122 oriented along the firing direction, same as asal uses.
s = 1
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
speed = 0.05
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Let me see what it all looks like with homing
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Show me homing for beam as well
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 1 = homing railgun (left click), orb 2 = homing beam (right click).
Homing for beam behaves correctly, never going past its length. Homing for railgun pre-fire seems to extend forever sometimes in a really weird and irregular way. It also doesn't move while respecting the turn rate like the beam one does.
Read (E:\a327ex\Orblike\main.lua)
2343→ if rg_mods.homing or rg_mods.returning_arc then
2344→ -- Build ideal curved preview path
2345→ local step_size = 8
2346→ local steps = math.max(1, math.floor(preview_len/step_size))
2347→ local ideal_path = {{x = bx, y = by}}
2348→ local path_r = pr_angle
2349→ local px, py = bx, by
2350→ if not self.rg_arc_dir then self.rg_arc_dir = an.random:choice({-1, 1}) end
2351→ local prev_straight = preview_range*0.15
2352→ local prev_arc_rate = 2*math.pi/preview_range
2353→ local prev_traveled = 0
2354→ for s = 1, steps do
2355→ prev_traveled = prev_traveled + step_size
2356→ if rg_mods.returning_arc then
2357→ if prev_traveled > prev_straight then
2358→ local turned = (prev_traveled - prev_straight)*prev_arc_rate
2359→ if turned < 1.5*math.pi then
2360→ path_r = path_r + self.rg_arc_dir*prev_arc_rate*step_size
2361→ else
2362→ local target_r = math.atan(by - py, bx - px)
2363→ local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2364→ path_r = path_r + math.clamp(diff, -0.3, 0.3)
2365→ end
2366→ end
2367→ end
2368→ if rg_mods.homing then
2369→ local proximity = 40
2370→ local closest, closest_d = nil, math.huge
2371→ for _, e in ipairs(cached_enemies) do
2372→ if not e.dead then
... [50 more lines]
I see the issues:
- Extends too far: The lerped display path (
rg_preview_path) can overshoot because the lerp + turn rate enforcement can push points outward. And there's no total length clamping. - Jerky homing: The turn rate clamping at lines 2402-2417 fights with the lerp, causing irregular movement. The beam's homing works smoothly because it uses a step-by-step simulation each frame without this lerp/clamp layering.
The fix: simplify to match the beam approach — just build the path fresh each frame using the same step-by-step homing simulation (same turn rate as beam), no lerp smoothing or post-hoc turn clamping. And clamp total path length.
Now let me look at the beam's homing for reference:
Read (E:\a327ex\Orblike\main.lua)
3368→ table.insert(beam_sources, {
3369→ x = fire_x + 8*math.cos(angle),
3370→ y = fire_y + 8*math.sin(angle),
3371→ r = angle,
3372→ })
3373→ end
3374→ end
3375→
3376→ local tick_speed_ratio = def.tick_rate/tick_rate
3377→ -- Update drone pitch to match tick speed
3378→ if self.beam_drone_handle then
3379→ an:sound_handle_set_pitch(self.beam_drone_handle, tick_speed_ratio)
3380→ end
3381→
3382→ if not self.beam_paths then self.beam_paths = {} end
3383→ local step_size = 3
3384→ local homing = mods.homing
3385→ local dash_length = 5
3386→ local gap_length = 6
3387→ local stride = dash_length + gap_length
3388→ local cap_r = beam_width/2
3389→ local beam_color = is_null and purple() or def.color()
3390→ local white = fg_color()
3391→ local scroll_speed = 80*tick_speed_ratio
3392→ local flash_dist = scroll_speed*tick_rate
The beam uses step_size = 3 and beam_turn_rate = 0.03. The railgun preview uses step_size = 8 and 0.03*step_size = 0.24 per step which is much higher. Let me rewrite the railgun preview homing to match the beam approach:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Rewrote the homing preview to match the beam's approach exactly — same step size (3), same turn rate (0.03), built fresh each frame with no lerp/clamp layering, and total length clamped to preview_len.
The beam line sort of moves in a less jerky way? Are there any other differences between them?
Yes — the beam actually does lerp its displayed path toward the ideal path each frame (lines 3460-3473), which is what makes it smooth. I removed the lerp from the railgun preview thinking it caused issues, but the real problem was the post-lerp turn rate enforcement fighting the lerp.
The fix: add back the lerp smoothing (like beam has), but without the turn rate enforcement pass that was causing jitter:
[Request interrupted by user]
Why don't you use the exact same code for both so that all lines in the future behave the same?
Good point. Let me extract the beam's path-building + lerp-smoothing into a shared function, then use it in both beam and railgun preview.
Read (E:\a327ex\Orblike\main.lua)
3382→ for bi, src in ipairs(beam_sources) do
3383→ -- Build ideal path via ray simulation
3384→ local beam_r = src.r
3385→ local ideal_path = {{x = src.x, y = src.y}}
3386→ local traveled = 0
3387→ local bx, by = src.x, src.y
3388→ local chain_remaining = beam_chain_count
3389→ local chain_hit = {}
3390→
3391→ while traveled < self.beam_current_length do
3392→ if homing then
3393→ if not mods.returning_arc then
3394→ local proximity = 40
3395→ local closest, closest_d = nil, math.huge
3396→ for _, e in ipairs(cached_enemies) do
3397→ if not e.dead then
3398→ local d = math.distance(bx, by, e.x, e.y)
3399→ if d < proximity and d < closest_d and d > 1 then
3400→ closest, closest_d = e, d
3401→ end
3402→ end
3403→ end
3404→ if closest then
3405→ local target_r = math.atan(closest.y - by, closest.x - bx)
3406→ local diff = math.atan(math.sin(target_r - beam_r), math.cos(target_r - beam_r))
3407→ local max_turn = beam_turn_rate*step_size
3408→ beam_r = beam_r + math.clamp(diff, -max_turn, max_turn)
3409→ end
3410→ end
3411→ end
... [65 more lines]
Read (E:\a327ex\Orblike\main.lua)
3477→ ideal_path[#ideal_path + 1] = {x = bx, y = by}
3478→ end
3479→ end
3480→
3481→
3482→ -- Smooth displayed path toward ideal
3483→ if not self.beam_paths[bi] then self.beam_paths[bi] = {} end
3484→ local beam_path = self.beam_paths[bi]
3485→ local lerp_speed = 12*dt
3486→ for i = 1, #ideal_path do
3487→ if beam_path[i] then
3488→ beam_path[i].x = beam_path[i].x + (ideal_path[i].x - beam_path[i].x)*lerp_speed
3489→ beam_path[i].y = beam_path[i].y + (ideal_path[i].y - beam_path[i].y)*lerp_speed
3490→ else
3491→ beam_path[i] = {x = ideal_path[i].x, y = ideal_path[i].y}
3492→ end
3493→ end
3494→ beam_path[1].x = src.x
3495→ beam_path[1].y = src.y
3496→ for i = #ideal_path + 1, #beam_path do beam_path[i] = nil end
Now I have the full picture. Let me create a shared function for building a homing/returning_arc path and smoothing it. I'll place it near draw_dashed_path:
Read (E:\a327ex\Orblike\main.lua)
6580→function cyclone_particle:update(dt)
6581→ self.angle = self.angle + self.orbit_speed*dt
6582→ local cx = self.follow and self.follow.x or 0
6583→ local cy = self.follow and self.follow.y or 0
6584→ local segments = 4
Read (E:\a327ex\Orblike\main.lua)
6604→ end
6605→ local total = cum[#cum]
6606→ if total < 1 then return end
6607→ -- Walk along path drawing dashes
6608→ local d = -(scroll % stride)
6609→ while d < total do
6610→ local seg_start = math.max(d, 0)
6611→ local seg_end = math.min(d + dash_len, total)
6612→ if seg_end > seg_start + 0.5 then
6613→ -- Find path point at distance
6614→ local function point_at(dist)
6615→ for i = 1, #cum - 1 do
6616→ if cum[i+1] >= dist then
6617→ local seg_len = cum[i+1] - cum[i]
6618→ local t = seg_len > 0 and (dist - cum[i])/seg_len or 0
6619→ local px = path[i].x + (path[i+1].x - path[i].x)*t
6620→ local py = path[i].y + (path[i+1].y - path[i].y)*t
6621→ local seg_r = math.atan(path[i+1].y - path[i].y, path[i+1].x - path[i].x)
6622→ local ox = -math.sin(seg_r)*half_w*side
6623→ local oy = math.cos(seg_r)*half_w*side
6624→ return px + ox, py + oy
6625→ end
6626→ end
6627→ local last = path[#path]
6628→ return last.x, last.y
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the beam to use this shared function. Let me replace its path-building + lerp code:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the railgun preview to use the same function:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now both beam and railgun use build_homing_path — same step size, same turn rate, same lerp smoothing. They should behave identically.
OK, let's make sure the homed preview also tweens linearly with alpha.
Read (E:\a327ex\Orblike\main.lua)
2343→ if rg_mods.homing or rg_mods.returning_arc then
2344→ -- Build curved preview path using shared function
2345→ if not self.rg_preview_paths then self.rg_preview_paths = {} end
2346→ local key = pr_angle .. '_' .. p_i
2347→ if not self.rg_preview_paths[key] then self.rg_preview_paths[key] = {} end
2348→ local path
2349→ path, self.rg_arc_dir = build_homing_path({
2350→ x = bx, y = by, r = pr_angle,
2351→ max_length = preview_len,
2352→ homing = rg_mods.homing, returning_arc = rg_mods.returning_arc,
2353→ arc_dir = self.rg_arc_dir,
2354→ return_x = bx, return_y = by,
2355→ }, self.rg_preview_paths[key], dt)
2356→ draw_dashed_path(path, 0, 1, 0, dash_len, gap_len, 2, fg_color())
2357→ else
2358→ local d = 0
2359→ while d < preview_len do
2360→ local seg_end = math.min(d + dash_len, preview_len)
2361→ if seg_end > d + 0.5 then
2362→ local mid_d = (d + seg_end)/2
The curved preview uses draw_dashed_path which doesn't support per-dash alpha. I need to draw it manually instead, computing the distance along the path for each dash to get the alpha. Let me check what draw_dashed_path does and replicate it with alpha:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
[Request interrupted by user]
Continue
Now both straight and curved railgun previews fade linearly from 255 to 40 alpha over their length. Try it.
Abstract this way of drawing dashed lines with alpha like this because we'll use it for more abilities
Read (E:\a327ex\Orblike\main.lua)
6597→ px = px + step_size*math.cos(path_r)
6598→ py = py + step_size*math.sin(path_r)
6599→ extra = extra + step_size
6600→ ideal[#ideal + 1] = {x = px, y = py}
6601→ end
6602→ end
6603→
6604→ -- Lerp stored display path toward ideal
6605→ local lerp_speed = 12*dt
6606→ for i = 1, #ideal do
6607→ if stored[i] then
6608→ stored[i].x = stored[i].x + (ideal[i].x - stored[i].x)*lerp_speed
6609→ stored[i].y = stored[i].y + (ideal[i].y - stored[i].y)*lerp_speed
6610→ else
6611→ stored[i] = {x = ideal[i].x, y = ideal[i].y}
6612→ end
6613→ end
6614→ stored[1].x = args.x
6615→ stored[1].y = args.y
6616→ for i = #ideal + 1, #stored do stored[i] = nil end
6617→
6618→ return stored, arc_dir
6619→end
6620→
6621→function draw_dashed_path(path, half_w, side, scroll, dash_len, gap_len, line_w, color)
6622→ local stride = dash_len + gap_len
6623→ -- Compute cumulative distances along path
6624→ local cum = {0}
6625→ for i = 2, #path do
6626→ cum[i] = cum[i-1] + math.distance(path[i-1].x, path[i-1].y, path[i].x, path[i].y)
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
6636→ -- Find path point at distance
6637→ local function point_at(dist)
6638→ for i = 1, #cum - 1 do
6639→ if cum[i+1] >= dist then
6640→ local seg_len = cum[i+1] - cum[i]
6641→ local t = seg_len > 0 and (dist - cum[i])/seg_len or 0
6642→ local px = path[i].x + (path[i+1].x - path[i].x)*t
6643→ local py = path[i].y + (path[i+1].y - path[i].y)*t
6644→ local seg_r = math.atan(path[i+1].y - path[i].y, path[i+1].x - path[i].x)
6645→ local ox = -math.sin(seg_r)*half_w*side
6646→ local oy = math.cos(seg_r)*half_w*side
6647→ return px + ox, py + oy
6648→ end
6649→ end
6650→ local last = path[#path]
6651→ return last.x, last.y
6652→ end
6653→ local x1, y1 = point_at(seg_start)
6654→ local x2, y2 = point_at(seg_end)
6655→ effects:line(x1, y1, x2, y2, line_w, color)
I'll add a new function draw_dashed_path_alpha right after draw_dashed_path:
Read (E:\a327ex\Orblike\main.lua)
6655→ effects:line(x1, y1, x2, y2, line_w, color)
6656→ end
6657→ d = d + stride
6658→ end
6659→end
6660→
6661→-- Effect: psylance_effect
6662→-- Two-phase force ability: gather enemies onto a line, then damage along it.
6663→psylance_effect = object:extend()
6664→function psylance_effect:new(x, y, args)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace the inline code in the railgun curved preview:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace the straight-line preview too:
Read (E:\a327ex\Orblike\main.lua)
2357→ else
2358→ local d = 0
2359→ while d < preview_len do
2360→ local seg_end = math.min(d + dash_len, preview_len)
2361→ if seg_end > d + 0.5 then
2362→ local mid_d = (d + seg_end)/2
2363→ local dc = fg_color:clone()
2364→ dc.a = math.lerp(mid_d/preview_len, 255, 40)
2365→ effects:line(
2366→ bx + pr_cos*d, by + pr_sin*d,
2367→ bx + pr_cos*seg_end, by + pr_sin*seg_end,
2368→ 2, dc()
2369→ )
2370→ end
2371→ d = d + stride
2372→ end
2373→ end
2374→ end
2375→ end
2376→ elseif self.rg_charging then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Both straight and curved previews now use draw_dashed_path_alpha(path, dash_len, gap_len, line_w, base_color, start_alpha, end_alpha). Ready for reuse on other abilities.
Perfect. Let's go to the next issue
Next up: Psylance — same visual problem as railgun. Let me read its drawing code.
Grep (psylance_effect.draw|psylance.update|function psylance_effect)
6660:function psylance_effect:new(x, y, args)
6691:function psylance_effect:update(dt)
Read (E:\a327ex\Orblike\main.lua)
6657→-- Effect: psylance_effect
6658→-- Two-phase force ability: gather enemies onto a line, then damage along it.
6659→psylance_effect = object:extend()
6660→function psylance_effect:new(x, y, args)
6661→ object.new(self)
6662→ self.origin_x, self.origin_y = x, y
6663→ self.r = args.r or 0
6664→ self.max_range = args.max_range or 120
6665→ self.pull_width = args.pull_width or 40
6666→ self.gather_duration = args.gather_duration or 0.5
6667→ self.damage_delay = args.damage_delay or 0.15
6668→ self.color = args.color or fg_color
6669→ self.mods = args.mods or {}
6670→ self.ability = args.ability or 'psylance'
6671→ self.source_orb = args.source_orb
6672→ self.follow = args.follow
6673→ self.follow_dist = 10
6674→ self.base_angle_offset = args.base_angle_offset or 0
6675→ self.parallel_offset = args.parallel_offset or 0
6676→
6677→ self.phase = 'gather'
6678→ self.elapsed = 0
6679→ self.line_extend = 0
6680→ self.side_shake = 0
6681→ self.center_progress = 0
6682→ self.side_alpha = 255
6683→
6684→ -- Perpendicular direction
6685→ self.perp_x = -math.sin(self.r)
6686→ self.perp_y = math.cos(self.r)
... [90 more lines]
Read (E:\a327ex\Orblike\main.lua)
6776→ end
6777→ end
6778→ end
6779→
6780→ -- Build visible path: either from fixed path (homing/arc) or straight
6781→ if self.fixed_local_path then
6782→ local visible_steps = math.max(1, math.floor(self.line_extend/step_size))
6783→ local cos_r = math.cos(self.r)
6784→ local sin_r = math.sin(self.r)
6785→ self.path = {{x = ox, y = oy}}
6786→ for i = 2, math.min(visible_steps + 1, #self.fixed_local_path) do
6787→ local lp = self.fixed_local_path[i]
6788→ self.path[i] = {
6789→ x = ox + lp.x*cos_r - lp.y*sin_r,
6790→ y = oy + lp.x*sin_r + lp.y*cos_r,
6791→ }
6792→ end
6793→ else
6794→ local steps = math.max(1, math.floor(self.line_extend/step_size))
6795→ self.path = {{x = ox, y = oy}}
6796→ local path_r = self.r
6797→ local px, py = ox, oy
6798→ for s = 1, steps do
6799→ px = px + step_size*math.cos(path_r)
6800→ py = py + step_size*math.sin(path_r)
6801→ table.insert(self.path, {x = px, y = py})
6802→ end
6803→ end
6804→
6805→ -- Pull enemies toward path center line
... [90 more lines]
Read (E:\a327ex\Orblike\main.lua)
6895→ -- Draw fading side lines with shake along path
6896→ local side_color = self.color:clone()
6897→ side_color.a = self.side_alpha
6898→ local sc = side_color()
6899→ if self.damage_path then
6900→ for side = -1, 1, 2 do
6901→ local shake_offset = self.side_shake*an.random:float(-1, 1)
6902→ local w = half_w + shake_offset
6903→ draw_dashed_path(self.damage_path, w, side, 0, 5, 6, 2, sc)
6904→ end
6905→ end
6906→
6907→ -- Draw center line advancing along path (dashed)
6908→ if self.damage_path and #self.damage_path >= 2 then
6909→ -- Build a sub-path up to center_progress
6910→ local sub_path = {}
6911→ local remaining = self.center_progress
6912→ table.insert(sub_path, {x = self.damage_path[1].x, y = self.damage_path[1].y})
6913→ for i = 1, #self.damage_path - 1 do
6914→ local p1 = self.damage_path[i]
6915→ local p2 = self.damage_path[i + 1]
6916→ local seg_len = math.distance(p1.x, p1.y, p2.x, p2.y)
6917→ if remaining <= 0 then break end
6918→ if remaining >= seg_len then
6919→ table.insert(sub_path, {x = p2.x, y = p2.y})
6920→ remaining = remaining - seg_len
6921→ else
6922→ local t_seg = remaining/seg_len
6923→ table.insert(sub_path, {x = p1.x + (p2.x - p1.x)*t_seg, y = p1.y + (p2.y - p1.y)*t_seg})
6924→ remaining = 0
... [70 more lines]
Read (E:\a327ex\Orblike\main.lua)
6994→ end
6995→
6996→ -- Forward particles
6997→ if false and self.elapsed < self.damage_delay*0.8 then
6998→ for i = 1, 2 do
6999→ local along = an.random:float(0, self.center_progress)
7000→ local perp = an.random:float(-half_w*0.3, half_w*0.3)
7001→ an:add(hit_particle(ox + cos_r*along + self.perp_x*perp, oy + sin_r*along + self.perp_y*perp, {
7002→ angle = self.r + an.random:float(-0.2, 0.2),
7003→ velocity = an.random:float(150, 300),
7004→ duration = an.random:float(0.1, 0.25),
7005→ w = an.random:float(4, 8),
7006→ }):change_color(0.4, self.color:clone()))
7007→ end
7008→ end
7009→
7010→ if t >= 1 then
7011→ self:kill()
7012→ end
7013→ end
7014→end
7015→
7016→-- Effect: big_rock_effect
7017→-- Rock thrown in arc to target. X marker blinks at target, rock scales up at apex then down, AoE on landing.
7018→big_rock_effect = object:extend()
7019→function big_rock_effect:new(x, y, args)
7020→ object.new(self)
7021→ self.origin_x, self.origin_y = x, y
7022→ self.target_x = args.target_x or x
7023→ self.target_y = args.target_y or y
Now I have the full picture. The psylance has two phases:
- Gather phase: Two dashed side lines extend forward, enemies get pulled toward the center line
- Damage phase: Side lines fade with shake, center dashed line advances, enemies take damage,
fx_sparks_070spritesheet fires
The issues matching the railgun pattern:
- Line 6992:
fx_sparks_070spritesheet on damage — should use game-standard effects - The damage hit effects (lines 6964-6974) use
hit_effect+hit_particlewhich is already fine - The gather phase drawing (side lines) already uses
draw_dashed_pathwhich is fine
The psylance is actually mostly in style already — it uses dashed lines throughout. The main foreign element is the fx_sparks_070 spritesheet on the damage burst. Let me replace that with a hit_circle + particles burst, and also check if there's anything else off.
Let me set up the orbs to test first so we can see the current state, and propose the fix:
The psylance is actually already more in-line with the game's style than the railgun was — it uses dashed side lines and dashed center line throughout. The only foreign element I can see is the fx_sparks_070 spritesheet effect on the damage burst (line 6992).
Want me to just swap that spritesheet for standard effects (hit_circle + particles like we did for railgun), or did you notice other things that feel wrong about it when you tested earlier?
The pre-fire lines should also be drawn like the ones from railgun, and the attack flash itself should be changed in the same way too
So both the gather-phase side lines and the damage-phase center line should use the railgun_flash style (dashed line that gets eaten from both ends in clumps). Let me make the changes:
- Gather phase side lines — use
draw_dashed_path_alphawith linear alpha fade - Damage phase — replace the center line advance + fading side lines with
railgun_flashobjects - Replace
fx_sparks_070with hit_circle + fx_energy_122 like railgun
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace the damage phase drawing — side lines fading + center line advancing — with railgun_flash style:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the damage_dealt section to spawn railgun_flash objects and replace the spritesheet:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set up orbs to test:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes:
- Gather phase: side lines now use
draw_dashed_path_alpha(255→40 fade) - Damage phase: spawns 3
railgun_flashobjects (center + both sides) that collapse in clumps - Source burst:
fx_energy_122+ hit_circle + 6 cone particles (same pattern as railgun) - Removed
fx_sparks_070spritesheet
Try it.
Let's try removing the particles that shoot forward so I can see
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
They were already disabled (if false and ...). Let me check if the source burst particles on damage are what you mean:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Source particles disabled. Just the hit_circle + fx_energy_122 + railgun_flash lines now.
No, not these ones. There are still some that are wrong. Bring back the ones on damage.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let me find the other particles — likely from the enemy hit effects:
Read (E:\a327ex\Orblike\main.lua)
6950→ }):change_color(0.5, self.color:clone()))
6951→ local d = math.distance(ox, oy, e.x, e.y)
6952→ if d > furthest_dist then furthest_dist = d end
6953→ end
6954→ end
6955→ -- Compute total path length for center_max
6956→ local total_path_len = 0
6957→ if self.damage_path then
6958→ for i = 1, #self.damage_path - 1 do
6959→ total_path_len = total_path_len + math.distance(self.damage_path[i].x, self.damage_path[i].y, self.damage_path[i+1].x, self.damage_path[i+1].y)
6960→ end
6961→ end
6962→ self.center_max = furthest_dist > 0 and furthest_dist or total_path_len
6963→ -- Spawn railgun_flash for center line + side lines
6964→ an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path}))
6965→ for side = -1, 1, 2 do
6966→ local side_path = {}
6967→ for i = 1, #self.damage_path do
6968→ local seg_r = self.r
6969→ if i < #self.damage_path then
The enemy hit particles at lines 6940-6950 — let me disable those:
Read (E:\a327ex\Orblike\main.lua)
6935→ local furthest_dist = 0
6936→ for _, e in ipairs(enemies) do
6937→ if not e.dead then
6938→ e:take_damage(1)
6939→ apply_knockback_mod(self.mods, e, ox, oy)
6940→ an:add(hit_effect(e.x, e.y))
6941→ local pr = (self.damage_r or self.r) + an.random:float(-math.pi/2, math.pi/2)
6942→ an:add(hit_particle(e.x, e.y, {
6943→ angle = pr,
6944→ velocity = an.random:float(100, 250),
6945→ duration = an.random:float(0.2, 0.6),
6946→ w = an.random:float(8, 11),
6947→ h = 2,
6948→ force_angle = self.damage_r or self.r,
6949→ force_strength = 5,
6950→ }):change_color(0.5, self.color:clone()))
6951→ local d = math.distance(ox, oy, e.x, e.y)
6952→ if d > furthest_dist then furthest_dist = d end
6953→ end
6954→ end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Enemy hit particles disabled. Just the railgun_flash lines + source burst now.
Are these hit particles only for railgun or general ones?
These are psylance-specific — they're inside psylance_effect:update in the damage phase, only fired when psylance damages enemies. They're not shared with railgun or any other ability.
Well, now enemies hav eno particles nor hit effects when hit by it.
Right, let me put back standard hit effects (hit_circle + hit_effect + hit_particles like we use everywhere else):
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Standard hit effects back — same pattern as railgun hits.
Let's have enemy effects on hit here be exactly the same as they are when hit by any other attacks.
Let me check what the standard enemy hit effects look like:
Grep (function.*:take_damage)
6149:function seeker:take_damage(damage, hit_vol)
Read (E:\a327ex\Orblike\main.lua)
6149→function seeker:take_damage(damage, hit_vol)
6150→ local prev_hp = self.hp
6151→ self.hp = self.hp - damage
6152→ sfx('enemy_hit', (hit_vol or 1)*volumes.enemy_hit)
6153→ -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
6154→ self.spring:pull('main', 0.5, 5, 0.5)
6155→ self.flashing = true
6156→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
6157→ self.show_hp_bar = true
6158→ self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end)
6159→
6160→ if self.hp <= 0 then
6161→ self:die()
6162→ return math.abs(self.hp) -- return overkill amount
6163→ end
6164→ return 0
6165→end
6166→
6167→function seeker:die()
6168→ sfx('enemy_die_' .. an.random:int(1, 3), volumes.enemy_die)
6169→ -- Death effect (dark variant): larger circle, more particles, white -> entity color
6170→ self.spring:pull('main', 0.75)
6171→ an:add(hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red:clone()))
6172→ local death_spin = self.cyclone_spin or 0
6173→ for i = 1, an.random:int(4, 6) do
6174→ an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5), spin = death_spin}):change_color(0.6, red:clone()))
6175→ end
6176→ self:kill()
6177→end
6178→
... [10 more lines]
The hit effects are all inside take_damage — spring pull, flash, hp bar. There are no external hit_circle/hit_particle calls in take_damage. Those are added by the caller (each ability adds its own). So there's no single "standard" — each ability does its own particles on hit.
The psylance should just call take_damage and let the enemy handle its own feedback. The extra particles I added are bonus. If you want psylance hits to look exactly like any generic hit with no special particles, I should remove the extra effects and just keep take_damage:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now psylance hits just call take_damage — the enemy handles its own spring pull, flash, and sound. No extra particles from the ability itself.
Normal hits don't spawn hit_effect? I believe they do and also particles.
Let me check what the most common abilities do on hit — like fireball and area damage:
Grep (take_damage.\n.hit_effect|hit_effect.\n.take_damage)
No matches found
Grep (take_damage)
1438: target:take_damage(1, 0.66)
1439- apply_knockback_mod(mods, target, src.x, src.y)
1440- if def.slow_amount and target.apply_slow then
1441- local chance = def.slow_chance or 1
1442- if an.random:float(0, 1) < chance then
1443- target:apply_slow(def.slow_amount, def.slow_duration or 2)
--
2049: t:take_damage(1)
2050- an:add(fx_effect(t.x, t.y, {name = 'fx_energy_122', r = hit_r, s = 1.0, speed = 0.06}))
2051- an:add(hit_circle(t.x, t.y, {radius = 10, duration = 0.2}))
2052- an:add(hit_effect(t.x, t.y))
2053- for j = 1, 4 do
2054- an:add(hit_particle(t.x, t.y, {
--
2520: e:take_damage(def.damage*(1 + charge_t*2))
2521- apply_knockback_mod(mods, e, from_x, from_y)
2522- sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2523- an:add(hit_circle(e.x, e.y, {radius = 8, duration = 0.15}))
2524- an:add(hit_effect(e.x, e.y))
2525- for i = 1, 3 do
--
2587: closest:take_damage(def.damage*(1 + charge_t*2))
2588- apply_knockback_mod(mods, closest, chain_from.x, chain_from.y)
2589- sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2590- an:add(hit_circle(closest.x, closest.y, {radius = 8, duration = 0.15}))
2591- an:add(hit_effect(closest.x, closest.y))
2592- for i = 1, 3 do
--
2688: e:take_damage(def.damage*(1 + charge_t*2))
2689- apply_knockback_mod(mods, e, sp.from_x, sp.from_y)
... [32 more lines]
You're right — the standard pattern is take_damage + hit_circle + hit_effect + hit_particles. Let me add that back:
Read (E:\a327ex\Orblike\main.lua)
6935→ local furthest_dist = 0
6936→ for _, e in ipairs(enemies) do
6937→ if not e.dead then
6938→ e:take_damage(1)
6939→ apply_knockback_mod(self.mods, e, ox, oy)
6940→ local d = math.distance(ox, oy, e.x, e.y)
6941→ if d > furthest_dist then furthest_dist = d end
6942→ end
6943→ end
6944→ -- Compute total path length for center_max
6945→ local total_path_len = 0
6946→ if self.damage_path then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Standard hit effects back: hit_circle + hit_effect + 3 hit_particles, same as railgun hits.
Are those values the same ones used when hit by cyclone, fireball, area, etc?
[Request interrupted by user]
For the particles I mean
Let me check what the area/zone hit particles look like:
Grep (take_damage.\n.hit_particle|hit_particle.after.take_damage)
No matches found
Grep (hit_particle.velocity.duration.*w)
1436: an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = def.color, zigzag = true}))
2696: an:add(hit_particle(e.x, e.y, {angle = sp.dir_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = sp.dir_r, force_strength = 5}))
3513: an:add(hit_particle(e.x, e.y, {velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.2), w = 4, color = is_null and purple or def.color}))
[Showing results with pagination = limit: 20, offset: 0]
Let me check the area (zone) damage hit effects specifically:
Grep (area.take_damage|zone.take_damage)
No matches found
[Showing results with pagination = limit: 30, offset: 0]
Grep (function area:.update|area.tick.*damage)
5900:function area:update(dt)
Grep (e:take_damage)
2520: e:take_damage(def.damage*(1 + charge_t*2))
2521- apply_knockback_mod(mods, e, from_x, from_y)
2522- sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2523- an:add(hit_circle(e.x, e.y, {radius = 8, duration = 0.15}))
2524- an:add(hit_effect(e.x, e.y))
2525- for i = 1, 3 do
2526- an:add(hit_particle(e.x, e.y, {
2527- angle = dir_r + an.random:float(-math.pi/2, math.pi/2),
2528- velocity = an.random:float(80, 200),
--
2688: e:take_damage(def.damage*(1 + charge_t*2))
2689- apply_knockback_mod(mods, e, sp.from_x, sp.from_y)
2690- an:add(fx_effect(e.x, e.y, {name = 'fx_sparks_032', r = an.random:angle(), s = 1, speed = 0.05}))
2691- sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2692- for i = 1, an.random:int(2, 3) do
2693- local pr = sp.dir_r + an.random:float(-math.pi/6, math.pi/6)
2694- an:add(beam_particle(e.x, e.y, {beam_r = pr, speed = an.random:float(150, 300), duration = an.random:float(0.2, 0.4), w = an.random:float(6, 12)}))
2695- end
2696- an:add(hit_particle(e.x, e.y, {angle = sp.dir_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = sp.dir_r, force_strength = 5}))
--
2727: e:take_damage(def.damage*(1 + charge_t*2))
2728- apply_knockback_mod(mods, e, ox, oy)
2729- an:add(fx_effect(e.x, e.y, {name = 'fx_sparks_032', r = an.random:angle(), s = 1, speed = 0.05}))
2730- sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2731- end
2732- end
2733- an:add(railgun_flash(ox, oy, {r = r, length = max_range, width = def.base_width*(1 + charge_t), color = def.color, duration = 0.25}))
2734- end
2735- end
--
... [12 more lines]
Read (E:\a327ex\Orblike\main.lua)
1430→ local function chain_hit(src, target, hop)
1431→ if target.dead then return end
1432→ an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6}))
1433→ an:add(hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, def.color:clone()))
1434→ an:add(hit_effect(target.x, target.y))
1435→ for j = 1, an.random:int(4, 6) do
1436→ an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = def.color, zigzag = true}))
1437→ end
1438→ target:take_damage(1, 0.66)
1439→ apply_knockback_mod(mods, target, src.x, src.y)
1440→ if def.slow_amount and target.apply_slow then
1441→ local chance = def.slow_chance or 1
1442→ if an.random:float(0, 1) < chance then
1443→ target:apply_slow(def.slow_amount, def.slow_duration or 2)
1444→ end
No — the values aren't consistent across abilities. Each ability has its own particle style:
- Arc/chain: 4-6 particles, velocity 200-400, w=8, zigzag, colored
- Beam: 1 particle, velocity 30-80, w=4, colored
- Railgun: 3 particles, velocity 80-200, w=4/6
- Dash strike: 4 particles, velocity 100-300, w=8-16, h=2, directional
- Area/zone: No external particles —
take_damagehandles it all internally
There's no single standard. Each ability flavors its own hit effects. The values I used for psylance (3 particles, velocity 80-200, w=4/6) match what I used for railgun hits. Want me to keep these, or match a different ability's style?
Let's try the dash strike/flicker strike ones
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now matches dash_strike's hit effects: radius 10 hit_circle, 4 elongated particles (w=8-16, h=2) in a ±60° cone along the beam direction.
angle should be random
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Some of the particles should flash white and be red, like half, let'st ry velocity 100, 250, duration 0.2, 0.4, w = 8, 12
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Half the particles start white and fade to red, the other half stay white.
Perfect. Next issue
That covers all the visual reworks from the list:
Beam: circle + particles at endpointWind Slash: dashed outline with alpha fillRailgun: rethought line visualPsylance: same treatment as railgun
Now it's the sound work:
- Windfield — more distinctive wind sound for the area
- Cyclone — more distinctive wind sound / higher volume
- Beam — more aggressive loop sound
- General — better/varied charging sounds (same one used for multiple abilities)
- Shockwave — proper cast/hit sounds (from todo)
These all require finding/choosing actual sound files. Do you have a sound library you want me to look through, or should we approach this differently — like listing what each sound should feel like so you can source them?
1 orb each for the 3 abilities, 4 for a charged ability, can remove 5 from todo, shockwave doesnt even exist anymore
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the shockwave sound item from todo:
Read (E:\a327ex\Orblike\todo.md)
209→## Sounds
210→- **Shockwave Sounds** — Shockwave ability needs proper cast/hit sounds (currently using fireball_hit as placeholder).
211→- **Charging Sound** — Find a better sound for the general charging loop effect (currently using RPG3_LightMagic_ChargingLoop).
212→
213→## Stats / Balancing
214→- **Ball Lightning cast_tick_rate** — Currently uses the sub-ability's cooldown directly (e.g. arc cooldown 0.5 = 0.5s between casts). Once ability cooldowns/stats are properly defined, revisit whether ball lightning should use the sub-ability's cooldown, a custom `cast_tick_rate` field, or a multiplier.
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully.
Orb 1 = windfield (left click), orb 2 = cyclone (right click), orb 3 = beam (Q), orb 4 = railgun (E, for charging sound). Shockwave removed from todo.
Now for the sounds — do you have additional sound files in the assets folder I should browse, or do you want me to list what each sound should feel like so you can source them?
25% higher cyclone sound
Grep (cyclone.sound|cyclone.sfx|sfx.*cyclone|wind_whoosh)
30: wind_whoosh_1 = 0.14,
31: wind_whoosh_2 = 0.275,
137:an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
138:an:sound('wind_whoosh_2', 'assets/Wind_Whoosh_1.ogg')
139:an:sound('wind_whoosh_3', 'assets/Wind_Whoosh_2.ogg')
484: {'wind_whoosh_1', 'assets/Wind_Whoosh_01'},
485: {'wind_whoosh_2', 'assets/Wind_Whoosh_1'},
486: {'wind_whoosh_3', 'assets/Wind_Whoosh_2'},
3602: sfx('wind_whoosh_1', volumes.wind_whoosh_1, an.random:float(0.95, 1.05))
5718: local hit_vol = is_cyclone and 0.5 or (def and def.hit_sounds and 0.45 or 0)
Read (E:\a327ex\Orblike\main.lua)
3598→ })
3599→ an:add(self.cyclone_area)
3600→ local whoosh_rate = def.area_tick_rate*2.2
3601→ self.timer:every(whoosh_rate, 'cyclone_whoosh_1', function()
3602→ sfx('wind_whoosh_1', volumes.wind_whoosh_1, an.random:float(0.95, 1.05))
3603→ end)
3604→ self.timer:every(whoosh_rate, 'cyclone_whoosh_2', function()
3605→ sfx('wind_proj_' .. an.random:int(1, 3), volumes.wind_proj, an.random:float(0.95, 1.05))
3606→ end)
3607→ -- Null: orb breaks free from orbit
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
wind_whoosh_1 volume: 0.14 → 0.175 (25% higher).
I believe it was the second sound
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
wind_whoosh_2: 0.275 → 0.344 (25% higher).
Let's try neutral hurricane loop instead of the one used for wind whoosh 1 now
Glob (Orblike/assets/urricane)
E:\a327ex\Orblike\assets\Neutral_Hurricane_Loop.wav
Glob (Orblike/assets/hurricane)
No files found
It's a WAV — needs converting to OGG + lightmed. Let me do that:
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/Neutral_Hurricane_Loop.wav" -c:a libvo...)
time_reference : 933888
[out#0/ogg @ 000002443ab77400] video:0KiB audio:304KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 1.841173%
size= 309KiB time=00:00:05.34 bitrate= 474.6kbits/s speed=55.6x elapsed=0:00:00.09
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/Neutral_Hurricane_Loop.ogg" -af "acrus...)
[libvorbis @ 000002b5f6a9c240] Queue input is backward in time
[out#0/ogg @ 000002b5f6a9b940] video:0KiB audio:315KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 1.775449%
size= 321KiB time=00:00:05.34 bitrate= 492.2kbits/s speed=61.7x elapsed=0:00:00.08
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/Neutral_Hurricane_Loop.ogg" -af volume...)
[Parsed_volumedetect_0 @ 000002240d266800] mean_volume: -29.3 dB
Mean volume: -29.3 dB. Normalized volume: 0.5 * 10^((-24 - (-29.3)) / 20) = 0.5 * 10^(5.3/20) ≈ 0.92
Now register the sound and swap it in:
Read (E:\a327ex\Orblike\main.lua)
137→an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
138→an:sound('wind_whoosh_2', 'assets/Wind_Whoosh_1.ogg')
139→an:sound('wind_whoosh_3', 'assets/Wind_Whoosh_2.ogg')
140→an:sound('wind_proj_1', 'assets/RPG3_WindMagic_Projectiles01.ogg')
141→an:sound('wind_proj_2', 'assets/RPG3_WindMagic_Projectiles02.ogg')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add the volume and sound_files entry:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now swap the cyclone whoosh to use hurricane_loop:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add it to the sound_files table:
Grep ('wind_whoosh_1'.*Wind_Whoosh)
138:an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
487: {'wind_whoosh_1', 'assets/Wind_Whoosh_01'},
Read (E:\a327ex\Orblike\main.lua)
487→ {'wind_whoosh_1', 'assets/Wind_Whoosh_01'},
488→ {'wind_whoosh_2', 'assets/Wind_Whoosh_1'},
489→ {'wind_whoosh_3', 'assets/Wind_Whoosh_2'},
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Cyclone now uses the hurricane loop sound. Try it.
These are not playing in a loop, they're playing multiple times over and over.
Right — the cyclone uses timer:every to repeatedly play short clips. For a loop sound, it should use sfx_handle with looping like righteous_fire does. Let me check how RF does it:
Grep (rf_loop|loop_sound|sfx_set_looping)
56: rf_loop = 0.6,
174:an:sound('rf_loop', 'assets/RPG3_FireMagic_Drone01_FireTornado_Loop.ogg')
256:function sfx_set_looping(handle, looping)
520: {'rf_loop', 'assets/RPG3_FireMagic_Drone01_FireTornado_Loop'},
901: loop_sound = 'rf_loop',
2241: sfx_set_looping(self.rg_charge_handle, true)
2995: sfx_set_looping(self.asal_charge_handle, true)
3216: sfx_set_looping(self.beam_drone_handle, true)
3687: self.toggle_loop_handle = sfx_handle(def.loop_sound, volumes[def.loop_sound])
3688: sfx_set_looping(self.toggle_loop_handle, true)
3822: sfx_set_looping(self.psylance_loop_handle, true)
[Showing results with pagination = limit: 15, offset: 0]
Now replace the repeated sfx call with a looping handle for the cyclone:
Read (E:\a327ex\Orblike\main.lua)
3598→ local color = is_null and purple or def.color
3599→ self.cyclone_area = area(follow_target.x, follow_target.y, {
3600→ ability = 'cyclone', color = color, mods = area_mods,
3601→ follow = follow_target, duration = 9999,
3602→ })
3603→ an:add(self.cyclone_area)
3604→ local whoosh_rate = def.area_tick_rate*2.2
3605→ self.timer:every(whoosh_rate, 'cyclone_whoosh_1', function()
3606→ sfx('hurricane_loop', volumes.hurricane_loop, an.random:float(0.95, 1.05))
3607→ end)
3608→ self.timer:every(whoosh_rate, 'cyclone_whoosh_2', function()
3609→ sfx('wind_proj_' .. an.random:int(1, 3), volumes.wind_proj, an.random:float(0.95, 1.05))
3610→ end)
3611→ -- Null: orb breaks free from orbit
3612→ if is_null then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now stop it when cyclone deactivates:
Grep (cyclone_active = false)
3643- self.cyclone_area = nil
3644- end
3645: self.cyclone_active = false
3646- self.cyclone_is_null = nil
3647- self.null_move_active = nil
3648- self.null_move_speed = nil
3649- self.channel_trigger_timer = nil
3650- self.timer:cancel('cyclone_whoosh_1')
3651- self.timer:cancel('cyclone_whoosh_2')
3652: p1.cyclone_active = false
3653- p1.cyclone_area_ref = nil
3654- p1.speed_buffs.cyclone = nil
3655- p1.active_movement_mods = nil
3656- end
3657- elseif def and def.activation == 'toggle' and def.carrier == 'toggle_area' then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the hurricane loop plays as a proper looping sound while cyclone is active, and stops when released. The wind_proj periodic whooshes still play on top for texture.
15% lower volume, RPG3_WindMagicEpic_Hurricane01v3_Short.wav played when the cyclone starts
[Request interrupted by user]
Fade out the loop sound instead of stopping it abruptly when cyclone ends
Grep (sound_handle_set_volume|handle.volume|fade.sound)
2240: self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2994: self.asal_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
3215: self.beam_drone_handle = sfx_handle('beam_drone', volumes.beam_drone)
3604: self.cyclone_loop_handle = sfx_handle('hurricane_loop', volumes.hurricane_loop)
3687: self.toggle_loop_handle = sfx_handle(def.loop_sound, volumes[def.loop_sound])
3821: self.psylance_loop_handle = sfx_handle('beam_drone', volumes.beam_drone*0.8)
Grep (sound_handle_set_volume)
E:\a327ex\Anchor\engine\src\anchor.c:1391:static void sound_handle_set_volume(int handle, float volume) {
E:\a327ex\Anchor\engine\src\anchor.c:5007:static int l_sound_handle_set_volume(lua_State* L) {
E:\a327ex\Anchor\engine\src\anchor.c:5010: sound_handle_set_volume(handle, volume);
E:\a327ex\Anchor\engine\src\anchor.c:8461: lua_register(L, "sound_handle_set_volume", l_sound_handle_set_volume);
E:\a327ex\Anchor\framework\anchor\init.lua:279: Returns: a sound handle that can be passed to sound_handle_set_pitch/sound_handle_set_volume
[Showing results with pagination = limit: 5, offset: 0]
Good, sound_handle_set_volume exists. Now let me do all three: lower volume, startup sound, and fade out:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now convert and register the startup sound:
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/RPG3_WindMagicEpic_Hurricane01v3_Short...)
artist : W.O.W SOUND
[out#0/ogg @ 000001d438d08140] video:0KiB audio:233KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 2.437255%
size= 239KiB time=00:00:04.96 bitrate= 393.3kbits/s speed=70.2x elapsed=0:00:00.07
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/RPG3_WindMagicEpic_Hurricane01v3_Short...)
artist : W.O.W SOUND
[out#0/ogg @ 000001ea74117a80] video:0KiB audio:261KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 2.214834%
size= 267KiB time=00:00:04.96 bitrate= 439.6kbits/s speed=69.6x elapsed=0:00:00.07
[Parsed_volumedetect_0 @ 00000234c38b6800] mean_volume: -17.1 dB
Mean -17.1 dB → 0.5 * 10^((-24 - (-17.1))/20) = 0.5 * 10^(-6.9/20) ≈ 0.23
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the startup sound and fade out on stop:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace the abrupt stop with a fade out:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes:
- Volume 15% lower (0.92 → 0.78)
- Hurricane start sound plays when cyclone begins
- Loop fades out over 0.3s when cyclone ends (perceptual curve via v*v)
Fade in loop sound on start over 0.5s, louder hurricane start sound
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Loop starts at 0 volume and fades in over 0.5s, hurricane start plays at 2x volume.
Louder hurricane start, 10% louder whoosh 2
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Hurricane start at 3x, wind_whoosh_2: 0.344 → 0.378 (10% higher).
2.5x hurricane start, and change the volume on the volume changer not by multiplying in place, 5% louder hurricane loop
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
hurricane_start: 0.575 (was 0.23 × 2.5), hurricane_loop: 0.819 (5% up from 0.78).
What's the original sound name that plays on windfield
Read (E:\a327ex\Orblike\main.lua)
670→ color = yellow,
671→ cast_sounds = {'fissure_cast_1'},
672→ hit_sound = 'fireball_hit',
673→ area_radius = 14,
674→ area_shape = 'rect',
675→ area_count = 4,
676→ area_delay = 0.08,
677→ },
678→ windfield = {
679→ activation = 'manual',
680→ tags = {'area', 'wind'},
681→ cooldown = 2,
682→ carrier = 'aimed_area',
683→ color = fg_color,
684→ area_radius = 30,
685→ area_shape = 'rect',
Read (E:\a327ex\Orblike\main.lua)
685→ area_shape = 'rect',
686→ cast_sound = 'windfield_cast',
687→ area_sound = 'fireball_hit',
688→ max_range = 150,
689→ slow_amount = 0.5,
690→ slow_duration = 2,
691→ slow_chance = 0.5,
692→ cascade_spacing = 1.0,
693→ echo_delay = 0.3,
694→ },
- cast_sound:
windfield_cast→assets/RPG3_WindMagic_Cast04.ogg - area_sound:
fireball_hit→assets/RPG3_FireMagicBall_LightImpact01.ogg(placeholder)
The area_sound fireball_hit is the one that needs replacing with a wind-appropriate sound.
Let's try windmagic impact 02, this has a windup of about 1s I think, so let's make windfield have a similar windup, just logical for now.
Glob (Orblike/assets/WindMagicImpact02)
E:\a327ex\Orblike\assets\RPG3_WindMagic_Impact02.wav
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/RPG3_WindMagic_Impact02.wav" -c:a libv...)
artist : W.O.W SOUND
[out#0/ogg @ 0000016cd75efac0] video:0KiB audio:185KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 2.948429%
size= 190KiB time=00:00:04.12 bitrate= 377.2kbits/s speed=63.3x elapsed=0:00:00.06
Last message repeated 1 times
[out#0/ogg @ 000001a164267280] video:0KiB audio:212KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 2.613812%
size= 217KiB time=00:00:04.12 bitrate= 431.4kbits/s speed=37.6x elapsed=0:00:00.10
[Parsed_volumedetect_0 @ 0000022be2186800] mean_volume: -21.0 dB
Mean -21.0 dB → 0.5 * 10^((-24 - (-21.0))/20) = 0.5 * 10^(-3/20) ≈ 0.35
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now swap the area_sound and increase windfield cooldown to account for the ~1s windup:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to check where area_sound is played to apply the delay. Let me find it:
Grep (area_sound)
655: area_sound = 'fireball_hit',
664: area_sound = 'fireball_hit',
691: area_sound = 'windmagic_impact',
692: area_sound_delay = 1.0,
717: area_sound = 'fireball_hit',
730: area_sound = 'fissure_cast_2',
860: area_sound = 'fissure_cast_2',
1661: fire_sound = def.fire_sound, area_sound = def.area_sound,
5681: if def and def.area_sound then
5682: sfx(def.area_sound, volumes[def.area_sound])
5839: if def and def.area_sound then
5840: sfx(def.area_sound, volumes[def.area_sound])
7071: self.area_sound = args.area_sound
7363: if self.area_sound then sfx(self.area_sound, volumes[self.area_sound]) end
Read (E:\a327ex\Orblike\main.lua)
5678→ end
5679→ end
5680→
5681→ if def and def.area_sound then
5682→ sfx(def.area_sound, volumes[def.area_sound])
5683→ end
5684→
5685→ -- Tween up to full radius (skip for permanent areas — radius_rate would conflict)
Wait — the area_sound_delay field won't be used unless I add support for it. But actually, the sound itself has a ~1s windup built into the audio file. The sound just needs to play at spawn time and its natural windup will align. Let me remove the area_sound_delay field — the sound file handles it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Windfield now uses windmagic_impact for area sound. The sound has a natural ~1s windup in the audio itself. Try it.
Higher volume (2x), you need to spawn the area 1s after due to the sound windup
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to find where windfield's area is spawned so I can delay it by 1s while playing the sound immediately. Let me find the aimed_area carrier code:
Grep (aimed_area|carrier.*aimed)
686: carrier = 'aimed_area',
1154: -- Shared area scale factor (used by melee, self_area, aimed_area)
1327: elseif def.carrier == 'aimed_area' then
1332: local function spawn_aimed_area()
1371: spawn_aimed_area()
1376: self.timer:after(w*echo_delay, function() spawn_aimed_area() end)
5128: -- self_area/aimed_area/melee spawn area directly since activate would place them on the player.
5134: if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
5213: if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
5275: if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7175: if carrier == 'aimed_area' or carrier == 'melee' then
Read (E:\a327ex\Orblike\main.lua)
1327→ elseif def.carrier == 'aimed_area' then
1328→ local area_mods = {}
1329→ for k, v in pairs(mods) do area_mods[k] = v end
1330→ area_mods.area_echo = nil
1331→
1332→ local function spawn_aimed_area()
1333→ local mx, my = an:mouse_position()
1334→ local aim_r = math.atan(my - fire_y, mx - fire_x)
1335→ local dx, dy = mx - fire_x, my - fire_y
1336→ local dist = math.distance(fire_x, fire_y, mx, my)
1337→ local max_range = def.max_range or 150
1338→ if dist > max_range then
1339→ dx, dy = dx/dist*max_range, dy/dist*max_range
1340→ end
1341→ local tx, ty = fire_x + dx, fire_y + dy
1342→
1343→ -- Build directions from area_ modifiers
1344→ local directions = build_area_angles(aim_r, mods)
1345→ local parallel_n = mods.area_parallel or mods.parallel or 1
1346→ local base_area_radius = (def and def.area_radius) or 25
1347→ local spacing = base_area_radius*area_scale*2
1348→
1349→ for _, dir_r in ipairs(directions) do
1350→ for p = 1, parallel_n do
1351→ local offset = 0
1352→ if parallel_n >= 2 then
1353→ offset = spacing*(p - 1 - (parallel_n - 1)/2)
1354→ end
1355→ local ox = offset*math.cos(dir_r + math.pi/2)
1356→ local oy = offset*math.sin(dir_r + math.pi/2)
... [25 more lines]
I see — the area sound is played inside the area object itself (line 5682), not in the carrier code. I need to:
- Play the sound immediately when cast
- Delay the area spawn by 1s
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to suppress the area_sound from playing again when the area actually spawns (since we already played it). Let me add the delay field to windfield and a flag to skip the area's own sound:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now suppress the duplicate sound when area spawns with a delay. Let me check line 5681:
Read (E:\a327ex\Orblike\main.lua)
5690→ end
5691→
5692→ -- Tween up to full radius (skip for permanent areas — radius_rate would conflict)
5693→ if self.duration < 9999 then
5694→ self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
5695→ else
5696→ self.visual_radius = self.radius
5697→ end
5698→
5699→ -- Tick damage periodically
Read (E:\a327ex\Orblike\main.lua)
5683→ else
5684→ self.radius_rate = (self.radius*0.5 - self.radius)/self.duration
5685→ end
5686→ end
5687→
5688→ if def and def.area_sound then
5689→ sfx(def.area_sound, volumes[def.area_sound])
5690→ end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now: windfield plays the impact sound immediately on cast, waits 1s, then spawns the area (without replaying the sound).
Nevermind, let's go back to what it was before without this sound
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted — windfield back to fireball_hit area sound, no spawn delay.
RPG3_WindMagicEpic_Impact02.wav lets try that
Glob (Orblike/assets/WindMagicEpicImpact02)
E:\a327ex\Orblike\assets\RPG3_WindMagicEpic_Impact02.wav
Bash (cd E:/a327ex/Orblike && ffmpeg -i "assets/RPG3_WindMagicEpic_Impact02.wav" -c:a ...)
artist : W.O.W SOUND
[out#0/ogg @ 000001c9129d2a40] video:0KiB audio:146KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 3.554677%
size= 151KiB time=00:00:03.43 bitrate= 360.3kbits/s speed= 64x elapsed=0:00:00.05
Last message repeated 1 times
[out#0/ogg @ 000001c6c4ff7680] video:0KiB audio:161KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 3.248836%
size= 166KiB time=00:00:03.43 bitrate= 396.2kbits/s speed=58.3x elapsed=0:00:00.05
[Parsed_volumedetect_0 @ 0000026d69956800] mean_volume: -17.8 dB
Mean -17.8 dB → 0.5 * 10^((-24 - (-17.8))/20) ≈ 0.26
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>Found 4 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: area_sound = 'fireball_hit',</tool_use_error>
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Windfield now uses RPG3_WindMagicEpic_Impact02 for the area sound. Try it.
Eh, I guess this is fine. What were the other issues?
Remaining sound issues:
- Beam — needs a more aggressive loop sound (currently uses
beam_drone/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop) - General charging — same
charging_loop(RPG3_LightMagic_ChargingLoop) used for multiple abilities (railgun, asal), needs variety
Want to tackle beam loop next, or the charging sound?
Let's try this same loop sound but with significantly lower pitch, like 0.7
Read (E:\a327ex\Orblike\main.lua)
3213→ local hp = hit_particle(particle_src.x, particle_src.y, {
3214→ angle = particle_r + an.random:float(-math.pi/4, math.pi/4),
3215→ velocity = an.random:float(40, 120),
3216→ duration = an.random:float(0.2, 0.4),
3217→ w = an.random:choice({4, 6}),
3218→ })
3219→ hp.follow = particle_src
3220→ if startup_null then hp:change_color(0.5, purple:clone()) end
Read (E:\a327ex\Orblike\main.lua)
3221→ an:add(hp)
3222→ end
3223→ sfx('beam_cast', volumes.beam_cast)
3224→ self.timer:after(self.activation_delay, function()
3225→ self.beam_starting = false
3226→ self.beam_active = true
3227→ self.beam_drone_handle = sfx_handle('beam_drone', volumes.beam_drone)
3228→ sfx_set_looping(self.beam_drone_handle, true)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Wait — let me check if sfx_handle supports a pitch parameter:
Read (E:\a327ex\Orblike\main.lua)
215→ sound = name .. sound_mode,
216→ base_name = name,
217→ step = an.step,
218→ volume = vol or 1,
219→ pitch = pitch,
220→ }
221→ end
222→ end
223→end
224→
225→local sfx_handle_counter = 0
226→local sfx_handle_to_recording_id = {}
227→function sfx_handle(name, vol, pitch)
228→ profiler:on_sound()
229→ pitch = pitch or an.random:float(0.95, 1.05)
230→ local handle = an:sound_play_handle(name .. sound_mode, vol, pitch)
231→ if recording then
232→ sfx_handle_counter = sfx_handle_counter + 1
233→ local id = sfx_handle_counter
234→ sfx_handle_to_recording_id[handle] = id
Yes, sfx_handle takes (name, vol, pitch). The 0.7 pitch is already in place. But now the tick speed ratio pitch adjustment will override it. Let me check:
Grep (beam_drone.pitch|sound_handle_set_pitch.beam)
3324: an:sound_handle_set_pitch(self.beam_drone_handle, tick_speed_ratio)
That will reset the pitch to tick_speed_ratio (normally 1.0) each frame. I need to multiply by the base pitch:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Beam drone now plays at 0.7 pitch. Try it.
Nevermind
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted to original beam drone pitch.
Should beam by default have a speed multiplier penalty?
Currently beam has speed_mult = 0.4, so yes — it already slows the player to 40% speed while channeling. That's actually one of the heavier penalties among the hold abilities:
- Beam: 0.4
- Cyclone: 0.5
- Psylance: 0.5
- Lance: 0.5
- Wall: 0.35
- Deploy: 0.2
Were you asking because it doesn't feel like it's slowing you, or were you considering changing the value?
It's not working yea
Grep (speed_buffs.beam)
3234: p1.speed_buffs.beam = sm
3235- end
3236- if def.turn_rate then p1.turn_rate = def.turn_rate end
3237-
--
3575: p1.speed_buffs.beam = nil
3576- self.beam_active = false
3577- self.beam_starting = false
3578- self.beam_current_length = 0
Read (E:\a327ex\Orblike\main.lua)
3228→ sfx_set_looping(self.beam_drone_handle, true)
3229→ end)
3230→ end
3231→ if def.speed_mult then
3232→ local sm = def.speed_mult
3233→ if (p1:has_mod('unstoppable') or self:has_mod('unstoppable')) and sm < 1 then sm = 1 end
3234→ p1.speed_buffs.beam = sm
3235→ end
3236→ if def.turn_rate then p1.turn_rate = def.turn_rate end
3237→
The code looks correct — it sets p1.speed_buffs.beam = 0.4 while active. Let me check if speed_buffs is actually being applied in the player update:
Read (E:\a327ex\Orblike\main.lua)
4693→ for _, slot in ipairs(self.slots) do
4694→ if slot.type == 'modifier' then
4695→ mods[slot.name] = slot.value
4696→ end
4697→ end
4698→ return mods
4699→end
4700→
Read (E:\a327ex\Orblike\main.lua)
4700→
4701→function player:update(dt)
4702→ self.x, self.y = self.collider:get_position()
4703→
4704→ -- Player abilities
4705→ self.speed = self.base_speed
4706→ if not self.speed_buffs then self.speed_buffs = {} end
4707→ for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
[Request interrupted by user]
We previously implemented unstoppable, maybe something there
You're right — we have p1:add_modifier('unstoppable') on the player from earlier testing. That's bypassing the beam's speed penalty. Let me remove it:
Grep (p1:add_modifier('unstoppable'))
8087:p1:add_modifier('unstoppable')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
That was it — player-level unstoppable was clamping all speed penalties to 1.0.
Let's leave beam as is, the only thing left is the charging sound. Whats the original sound?
The charging sound is charging_loop → assets/RPG3_LightMagic_ChargingLoop.ogg, volume 0.47. It's used by both railgun and asal for their charge-up phases.
Let's leave as is too, I need to buy more sound packs to try to find something better. What did we do this session?
This session we worked on Orblike visual and audio polish:
Quick tweaks:
- Arc: chain_count 3 → 6
- Ball Lightning: tick rate now uses sub-ability cooldown directly (no 2x multiplier)
- Dash Strike: hit_delay_per 0.03 → 0.02, player locked in place during hit sequence
New modifier — Unstoppable:
- On player: all speed_mult penalties clamped to 1.0, dash_strike landing lock skipped
- On orb: only that orb's speed penalty clamped, only that orb's landing lock skipped
- Null conversion orb speed respects only the orb's own unstoppable, not player's
Visual reworks:
- Beam: added endpoint circle with spring + white flash on ticks, particles emitting from tip
- Wind Slash: replaced filled crescent with stencil alpha fill + dashed crescent outline (outer edge, head cap, inner edge), head/tail always visible
- Railgun: replaced spritesheet effects with standard hit_circle/hit_particle/hit_effect, new railgun_flash that collapses in clumps from both ends, preview line fades alpha linearly, muzzle burst with fx_energy_122
- Psylance: same treatment — gather lines use alpha fade, damage phase uses railgun_flash, standard hit effects
Shared systems extracted:
build_homing_path()— shared path building + lerp smoothing for beam and railgundraw_dashed_path_alpha()— dashed path with linear alpha fade, reusable
Sound work:
- Cyclone: hurricane loop sound (fade in/out), hurricane start sound on activation, adjusted volumes
- Windfield: swapped area sound to RPG3_WindMagicEpic_Impact02
Todo updates:
- Removed shockwave sounds (ability no longer exists)
- Added ball lightning cast_tick_rate as future balancing item
Update todo and then let's end session. Title it Orblike Visual and Aural Consistency
Read (E:\a327ex\Orblike\todo.md)
1→# To Do
2→
3→## Next Session
4→Either:
5→- **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
6→- **Visual polish** — Some abilities don't match the visual style. Review and unify visuals across all abilities.
7→
8→## Recently Implemented
9→- ~~**Righteous Fire**~~ — Toggle fire aura. Done.
10→- ~~**Wind Slash**~~ — Spinning crescent projectile with return (was "Freezing Pulse"). Done.
11→- ~~**Psylance**~~ — Channeled two-phase force lance. Done.
12→- ~~**Railgun**~~ — Charged instant piercing line with chain/homing. Done.
13→- ~~**Big Rock**~~ — Arced rock throw with physics fragments. Done. (Still need to test: null_conversion, ability_copy, ability_echo)
14→- ~~**cast_on_apex**~~ — New modifier. Fires linked ability at projectile turning point. Done.
15→
16→## Abilities — SNKRX-Inspired
17→
18→Each ability lists 2 build fantasies to ensure modifier diversity. SNKRX source character in parentheses.
19→
20→- **Blade Vortex** (Spellblade) — Spinning blades orbit the player, hitting enemies they pass through. Each cast adds a blade up to max. Blades expire over time.
21→ - Fantasy A: Stack max blades + orbit_radius → passive death aura that clears everything nearby
22→ - Fantasy B: Null conversion → blades orbit the orb, deploy it as a remote autonomous turret
23→
24→- **Ball Lightning** (Sage) — Slow-moving orb that repeatedly ticks damage to everything in its radius as it travels. Inherent pierce. Slow speed = more ticks per enemy. Sage's pull becomes magnetic_area.
25→ - Fantasy A: projectile_speed- (slower = more hits) + area+ → crawling death sphere
26→ - Fantasy B: spread+nova → screen full of slow damaging orbs, total area denial
27→ - Sage Lv.3 "Dimension Compression": cast_on_expire → massive damage to everything still in range when orb expires
28→
29→- **Contagion** (Plague Doctor Lv.3) — Apply a DoT to target area. When enemies die while afflicted, the DoT spreads to all nearby enemies. Chain reaction through dense packs.
30→ - Fantasy A: High damage DoT + dense packs → one cast clears a screen via cascading deaths
... [195 more lines]
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully.
Now end the session:
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user: 1. Session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix" 2. Which project was this session for? Options: Anchor, emoji-ball-battles, orblike, other
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write Log File
# Find recent sessions by LAST MESSAGE TIMESTAMP (not file modification time) python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Convert the transcript to markdown and write the log file with the approved summary as header:
python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].mdUse lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Then replace the default header (
# Session YYYY-MM-DD...) with the approved title and summary.Step 5: Sync Context Files to Blot
cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/Step 6: Commit Project Repo
Based on which project was worked on:
For Anchor:
bash cd E:/a327ex/Anchor git add docs/ framework/ engine/ scripts/ reference/ git statusFor emoji-ball-battles:
bash cd E:/a327ex/emoji-ball-battles git add -A git statusFor orblike:
bash cd E:/a327ex/orblike git add -A git statusFor other projects: Ask the user which files to stage.
IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.Commit using a temporary file (extracts only the summary text, not the markdown heading or
## Summaryline):# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 7: Push Both Repos
# Push project repo to GitHub git push origin main # Push Blot repo (logs and context are already there) cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
ARGUMENTS: Orblike Visual and Aural Consistency
The user already provided the title: "Orblike Visual and Aural Consistency" and the project is Orblike. Let me write the summary.
Orblike Visual and Aural Consistency
Summary
Comprehensive visual and audio polish pass across all Orblike abilities. Audited each ability for style consistency, then fixed abilities whose visuals or sounds didn't match the game's dashed-line aesthetic. Also implemented the "unstoppable" modifier and several gameplay tweaks.
Ability Audit Setup:
- Added ability cycling system (Z/X keys) on orb 1 with HUD text showing current ability name and index
- User went through all 23 abilities and flagged issues: windfield, arc, ball_lightning, beam, cyclone, dash_strike, railgun, psylance, wind_slash
- Later removed cycling code after audit was complete
Quick Parameter Tweaks:
- Arc:
chain_count3 → 6 for more satisfying chain lightning - Ball Lightning:
cast_tick_ratechanged fromcooldown * 2to justcooldown(arc fires every 0.5s instead of 1.0s). Added todo item for future balancing review - Dash Strike:
hit_delay_per0.03 → 0.02 for faster sequential hits. Added post-landing movement lock — player frozen during hit sequence, unlocked after final hit_stop resolves. Usedif/elsewrapping movement block instead ofgoto(Luagotocan't jump over local declarations)
Unstoppable Modifier:
- New modifier preventing movement speed reduction below base value
- Player-level: all
speed_multpenalties from any ability clamped to 1.0, dash_strike landing lock skipped - Orb-level: only that orb's
speed_multpenalty ignored, only that orb's landing lock skipped - Added
has_mod(name)helper to bothorbandplayerclasses - Applied at 5 points: beam speed_buffs, cyclone speed_buffs, psylance speed_buffs, player hold abilities, null cyclone
null_move_speed - Design decision: player-level unstoppable does NOT affect null conversion orb speed — "the orb is its own entity"
- Dash strike checks
self.dash_strike_mods.unstoppable(merged player+orb mods) to skip both the velocity freeze and the delayed unlock timer
Beam Endpoint Visual:
- Added pulsing circle at beam tip using orb's existing spring system (
self.spring:add('beam_tip', 1)) - Spring pulls on each damage tick, white flash on tick (decays at
dt*8), returns to beam color - Initially tried creating a separate spring object as child — crashed because it overwrote
self.spring. Fixed by adding a named spring to the existing spring object - Particles spawn from tip on each tick: 2 particles in random directions, same style as source particles (velocity 40-120, duration 0.2-0.4, w 4/6, color fade)
Wind Slash Visual Rework:
- Original: thick tapering line segments forming a solid-looking crescent — didn't match game's dashed-line style
- User's key insight: "no elements in the game that remain on the screen for a long time are 'filled up' other than the player and enemies"
- Final approach: stencil mask for uniform alpha fill (alpha 40) + closed outline (outer edge, semicircle head cap, inner edge) using 2px lines
- Crescent tapers to 0 width at tail (was stopping at 2)
- Dashing on outline with head and tail segments always visible, middle uses dash pattern (
is_dashfunction checks segment index) - Iterated through: solid fill only → double outline (looked like rainbow) → closed outline solid → closed outline dashed → final with head/tail always drawn
- Spin speed temporarily set to 0 for visual debugging, restored to original
math.pi*6formula
Railgun Visual Rework:
- Replaced spritesheet effects (
fx_sparks_032,fx_sparks_022) andbeam_particleobjects with standardhit_circle+hit_effect+hit_particle - Rewrote
railgun_flashobject: instead of uniform width tween to 0, now generates dash segments grouped into clumps of 2-4 that get eaten from both ends toward their center - Clumps use
visible_start/visible_endtweened towardmidwith staggered delays (0 toduration*0.4) - Preview line: linear alpha fade from 255 to 40 over full length using
draw_dashed_path_alpha - Preview/fire line offset matched at 16px from player
- Muzzle burst: hit_circle (radius 10),
fx_energy_122(s=1, speed=0.05), 3-tier particle cone (12 dense short + 6 mid-range elongated + 3 long-reach fast), hit_stop 0.06s, player spring pull 0.75 - Homing preview: rewrote to use shared
build_homing_pathfunction (was buggy — extended past range, jerky movement)
Psylance Visual Rework:
- Gather phase side lines: switched from
draw_dashed_pathtodraw_dashed_path_alpha(255→40 fade) - Damage phase: replaced fading side lines + advancing center line with 3
railgun_flashobjects (center + both sides) that collapse in clumps - Replaced
fx_sparks_070spritesheet withfx_energy_122+ hit_circle + cone particles - Enemy hit effects: 4 particles with random angles, velocity 100-250, w 8-12, h=2, 50% chance to fade to red. User iterated on these values
Shared Systems Extracted:
build_homing_path(args, stored, dt): shared path building with step-by-step homing simulation + lerp smoothing. Used by both beam and railgun. Args: x, y, r, max_length, homing, returning_arc, arc_dir, return_x, return_ydraw_dashed_path_alpha(path, dash_len, gap_len, line_w, base_color, start_alpha, end_alpha): dashed path with per-segment linear alpha interpolation. Used by railgun preview (straight and curved)
Cyclone Sound Rework:
- Replaced repeated
sfx('wind_whoosh_1')calls with proper loopingsfx_handleforhurricane_loop(Neutral_Hurricane_Loop.ogg) - Added hurricane start sound (RPG3_WindMagicEpic_Hurricane01v3_Short) on cyclone activation
- Loop fades in over 0.5s on start (volume 0 → target via tween +
sound_handle_set_volume) - Loop fades out over 0.3s on stop (perceptual curve via v*v)
- Volume adjustments: hurricane_loop 0.819, hurricane_start 0.575, wind_whoosh_2 0.378
Windfield Sound:
- Swapped area sound from
fireball_hit(placeholder) towindmagic_epic_impact(RPG3_WindMagicEpic_Impact02) - Briefly tried RPG3_WindMagic_Impact02 with 1s spawn delay to match sound windup, reverted — too complex for the benefit
- Volume 0.26
Sound Processing Pipeline:
- All new sounds converted: WAV → OGG (
libvorbis -q:a 10) → lightmed bitcrushed variant (acrusher=bits=10:samples=3:mix=1:mode=lin) - Volume normalization:
ffmpeg -af volumedetect, formula0.5 * 10^((-24 - mean_dB) / 20)
Todo Updates:
- Removed shockwave sounds item (ability no longer exists)
- Added ball lightning cast_tick_rate as future balancing item
- Updated next session and recently implemented sections
Does this look good?
Yes
Bash (python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5)
2026-03-25T01:44:11.008Z 77dbc73e-cee9-4eb4-8402-84a5a454ebf5 <-- MOST RECENT
Let's continue on Orblike. Let's focusing on improving the game's feeling visual...
C:\Users\adn/.claude/projects/E--a327ex\77dbc73e-cee9-4eb4-8402-84a5a454ebf5.jsonl
2026-03-24T23:50:05.552Z 396b72ab-39a9-49be-9a3b-0097564391eb
Hello, if you read @"anchor.blot.im\notes\Emoji Ball Battles.txt" you'll see tha...
C:\Users\adn/.claude/projects/E--a327ex\396b72ab-39a9-49be-9a3b-0097564391eb.jsonl
2026-03-24T22:00:35.355Z cfe393df-b782-4b2c-a10d-73ff7bbd7f99
Help me plan my meals for the week. I'll mix portuguese and english because I do...
C:\Users\adn/.claude/projects/E--a327ex\cfe393df-b782-4b2c-a10d-73ff7bbd7f99.jsonl
2026-03-24T12:29:18.158Z fac958b6-0afc-47c4-995f-2b8026ee9e40
OK, Claude, it's March 22nd and my goal is to implement enough abilities in Orbl...
C:\Users\adn/.claude/projects/E--a327ex\fac958b6-0afc-47c4-995f-2b8026ee9e40.jsonl
2026-03-22T16:37:25.158Z 58e514d3-fba9-428e-9c2d-749945fe7e3d
API Error: 400 {"type":"error","error":{"type":"invalid_request_error","message"...
C:\Users\adn/.claude/projects/E--a327ex\58e514d3-fba9-428e-9c2d-749945fe7e3d.jsonl