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This is a ball of thread animated, for the grappling hook. Use it in both the grapple ability and the longer thread modifier. Merge the Aseprite file provided by PixelFrog with the existing one, because we still need a default powerup asset. Also keep the shadow, which wasn't in the delivered files. Also desaturate the highlight sprite provided, because modulate the highlight is an easy way to distinguish the powerups. Finally, export multiple layers: - A shadow layer - The highlight effect - The powerup asset itself Change the powerup scene accordingly. Remove the shader used before for highlighting.
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Play this branch at https://play.threadbare.game/branches/endlessm/integrate-powerup/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
wjt
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Apr 15, 2026
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LGTM except for a comment that needs updating.
| @export var sprite_frames: SpriteFrames = preload("uid://cualgrcaaggcm"): | ||
| set = _set_sprite_frames | ||
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| ## The powerup shines with this color through a shader. |
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I think this comment is no longer true.
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This is a ball of thread animated, for the grappling hook. Use it in both the grapple ability and the longer thread modifier.
Merge the Aseprite file provided by PixelFrog with the existing one, because we still need a default powerup asset. Also keep the shadow, which wasn't in the delivered files. Also desaturate the highlight sprite provided, because modulate the highlight is an easy way to distinguish the powerups. Finally, export multiple layers:
Change the powerup scene accordingly. Remove the shader used before for highlighting.
Resolve #2121