What’s new in 0.32.2:
- Recently, a user named @southofsouthrecords posted a thread on the forum about a blood effect, which got me thinking that the Particle System isn’t enough for me anymore;
Blood is now generated not only using the Particle System but also via small physical shapes that turn into decals upon colliding with the ground.
To prevent them from slowing down the game, garbage is cleared from the level once per second.
For the dispersion, I’m using fast trigonometry —fastSinandfastCosinstead of the nativeMath.sinandMath.cos.
- And the second thing I managed to add is detachable helicopter wheels.
Previously, when a helicopter was destroyed, only the propellers would fly off with a whistling sound, but now the wheels fall off too.
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