Deus Verve Makes Games - Project RBH DevLog 0166 — page 1
/ 1

Deus Verve Makes Games - Project RBH DevLog 0166

Up next oakfells - Development Log #30 [26/10/2026]

About This Title

You would think that adding a single particle effect into a game that already has particle effects would be easy, especially one as simple as a sparkle, and it certainly should be. Alas I was hit by a comedy of errors getting it into the build.

First I made the sparkle far too small given the general size of sprites on screen so I needed to double it. This should also have been easy but Inkscape decided to instead explode, so I had to manually scale it up instead of exporting it larger that I wanted to—one of the main advantages of working with vector, even.

Then I forgot that I reduce the enemies hitbox to create a sense of depth, meaning that spawning a sparkle within their hitbox limits where on the enemy it will appear. Easily fixed by instead using the sprite dimensions. This has the small problem of potentially appearing off of the body entirely due to the fact that my enemies are not in fact perfect rectangles, but that’s acceptable. Or it would be if I remembered to anchor the spawn to the sprite so now the sparkles are all appearing around the 0,0 coordinate as if that was the enemy.

Suffice to say the simple effect took far more effort than it should’ve.

I’m still deciding what I want from the Magnetic particle as well. Lightning would imply a sort of paralysis based on general gaming convention. I’d love to have red and blue rings, but if they expand I worry it will imply that they’re deflecting bullets, and contracting rings would be left behind as the enemy moved.

See you next DevLog!

-DeusVerve

DevLogs like these are brought to you by Patron(s) like Haelerin!

Artist

Deus Verve Makes Games Deus Verve Makes Games 1 albums 2.4K views View Profile

Tags

Comments (0)

1000 characters remaining

No comments yet. Be the first to start the conversation.