I used the free rotation (even though it looks a bit goofy) because the free rotating fire wouldn’t look right otherwise. Also, the sprite was designed to be flying, and I can get away with having the south-facing tile for the ground, but the others don’t work as well. Glad the bombing run works pretty well.
That might work. I’ll try it out later today. Thanks.
Edit: Not sure if I should note spelling mistakes or not (people seem to generally complain about them, so I guess they should probably be fixed?), but in the Create Hitbox event menu, if you mouse over the condition setting, the word condition in the description is spelled condtion. Also, should I note any future spelling issues or no?
Edit: Dig attack is done. I think dragon health should be about 350? Now I just have to set up the thing to make the battle actually end correctly when hp becomes 0, and then this should be good. Edit: 400 health, I think?
Edit: Glitch I do not understand whatsoever: for some reason, when I have the sand blind status effect from the sand dragons, I can move while blocking.
Edit: Post-dragon cutscene set up to be easily made.
Edit: Credits glitch: If you go into edit mode (might happen if you main menu too, I haven't checked), the credits will stop rolling, but won't disappear (you can actually scroll through them though). They should probably disappear?
Also, is there a good way to make flash effects that last until disabled? I know that used to be done with _room.flashcolor and _room.flashlevel, but I seem to recall that was removed, so I don't know how to do it now, since flash effects are short term.
Edit: Oh, right, is the IndigoFenix at the end of the credits always added because you made BoundWorlds? I only ask because it looks a little odd if you also have you in the credits for a sprite (the acolyte red face in this instance).
Edit: Wait, it is also in there an extra time because of the rainbow blocks. Must have been entered differently? I better figure that one out...