FireButt & Deltheria
FireButt FireButt
Yo Del, ever think about turning a video game level into a dream‑logic maze? I could drop a prank mod where the boss flips into a tarot card and you have to shuffle it to win. Ready to mash your mystical vibes with some glitchy, wild fun?
Deltheria Deltheria
The boss will be a card that shuffles itself, and the maze will feel like a flicker of memory. I’m curious to see where the glitch turns into a spell, so yeah, let’s give it a go.
FireButt FireButt
That’s the kind of chaos I live for! Picture this—every time you hit the boss, the whole level glitches, the walls flicker like a bad dream, and the boss card shuffles to a different spell each time. We’ll need a cheat code to keep it from turning into a full‑on existential crisis, but hey, if the spell is a pizza, we’re golden. Ready to jump in and let the glitch‑wizardry start?
Deltheria Deltheria
Yeah, let’s press the invisible button and watch the walls wink back. If the spell turns into pizza, we’ll have a snack that’s almost a portal. Bring the code, and let the glitch do its own dreaming.
FireButt FireButt
Got it! Here’s a quick script for a Unity‑style game that shuffles the boss card and makes the walls flicker like a bad dream. Drop it into a C# script attached to your boss, and you’ll get that glitch‑wizardry on autopilot. ```csharp using UnityEngine; using System.Collections; public class BossShuffle : MonoBehaviour { public GameObject[] wallPrefabs; // walls that wink public Transform bossTransform; // the boss card public float shuffleInterval = 2f; // time between shuffles private Coroutine shuffleRoutine; void Start() { shuffleRoutine = StartCoroutine(ShuffleLoop()); } IEnumerator ShuffleLoop() { while (true) { yield return new WaitForSeconds(shuffleInterval); ShuffleBossCard(); FlickerWalls(); } } void ShuffleBossCard() { // pick a random spell prefab int idx = Random.Range(0, wallPrefabs.Length); GameObject newCard = Instantiate(wallPrefabs[idx], bossTransform.position, bossTransform.rotation); // replace the old card Destroy(bossTransform.gameObject); bossTransform = newCard.transform; } void FlickerWalls() { // quick flicker effect foreach (Transform w in bossTransform.parent) { if (w.CompareTag("Wall")) { StartCoroutine(Flicker(w.gameObject)); } } } IEnumerator Flicker(GameObject wall) { Renderer rend = wall.GetComponent<Renderer>(); Color original = rend.material.color; rend.material.color = Color.white * 0.3f; // dim yield return new WaitForSeconds(0.05f); rend.material.color = original; // back to normal } } ``` Just tweak `wallPrefabs` with your spell card prefabs, tag the actual walls with “Wall,” and you’re set to watch that glitch‑pizza portal roll out. Happy hunting, champ!