Made Square Stretch when jumping to get better gameFeel, it stretches “on one axis” if still (checks which side is up and increases the scale on that side while decreasing it on the other, hence the “on one axis” ), scales on both axes if moving
Made stretch use tweens to feel more elastic
Optimizations
Edited main playerSquare script to work with this new graphic effect
Created shader handler and materialize() function to the new animatedSprite in PlayerSquare
Added Materializing animation (dematerializing but frames order is inverted)
Added square Dematerializing animation to the square’s animations
Created TeleportDestinationAnimation as a child of Destination (particles) in the playerSquare
Drawn Square dematerializing (for teleportation)
26/09/25:
Added jump smearing to the CirclePlayer
Made circle aim at the cursor when aiming IF MOUSE MOVES
it’s now possible to activate circles ability with mouse left button too
Made Square aim at the cursor when aiming IF MOUSE MOVES
it’s now possible to activate circles ability with mouse left button too
Various Optimizations in square’s script
30/09/25:
Edited GUI subscene to toggle between paused state and running state
made “paused” text to make it clearer when the game is paused
Made a shader to blur whatever’s behind it so it’s clear the game is paused
made the blur fade in instead of being ON or OFF
01/10/25:
Kept momentum through square teleportation
Stopped Square's gravity and momentum while aiming
Drawn Square eyes
Created basic Square eyes following mechanism
eyes are now a scene of their own for easier use
Made much more complex system that follows The cursor around
Moves eyes to follow cursor so it feels responsive
Moves Pupils independently so it LOOKS at the cursor
Made Blinking animation
Made left click also skip text
02/10/25:
Added CRT effect to the pause menu
Added a slight Chromatic aberration to the pause menu
Fixed bug that crashed the game when changing scene to a scene with eyes
06/10/25:
Created EyeCatcher Global object group
Edited eyes script so it now looks for the closest object in the EyeCatcher group and if none are present in the MAX_SCANNING_DISTANCE it looks at the cursor
Created Target() function to lock eyes onto any desired object (useful during cutscenes or for hints) which overrides the closest-finding algorithm
Created TargetClear() function which terminates the target override going back to the closest-finding algorithm
Edited NextLvlButton’s script so it gets removed from the EyeCatcher group once pressed
Files
Morphbound: Test in Progress (Early Access Demo) v0.0.5033 MB