Still working on it
So far its gonna be a roguelike game inspired by Deadcells
Solarpunk … i keep going back to solar punk
Still working on it
So far its gonna be a roguelike game inspired by Deadcells
Solarpunk … i keep going back to solar punk
I am lazy idk i just did not do anything and did not want to. bruh this code thing is not for the faint of heart. i have been promising more hours but idk man … but imma try real hard this time an produce something good in the coming days.
I and i also found out you are supposed to commit after every feature not every batch of features. why didn’t anyone tell me this :\ . Anyway watch out we going to the big leagues
Now get over here and give me a hug ~~~///(^v^)\~~~
P>S the feature to change resolution probably won’t stay i am just doing it to get a hang on saving data and retrieving in Godot
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I think i am probably going to enter some light video editing because showing all these features properly is becoming a bit tedious so stay tuned. this could either go horrible wrong or horribly right so we will see (●’◡’●)
Anyway thanks for reading and i wish you a wonderful God filled and code filled day ( or night depending)
○( ^皿^)っ Hehehe…
so i must have broke something major …(* ̄0 ̄)ノso the enemies don’t look right. i’ll get on it right away but i need to push this out so please bear (you caught that right) with the vid. Tmr none of this rubbish !
@export var move_speed : float
@export var jump_height : float
@export var time_to_peak : float
@export var time_to_descent : float
@export var max_horizontal_speed : float
@onready var jump_velocity : float = ((2.0 * jump_height) / time_to_peak) * -1.0
@onready var jump_gravity : float = ((-2.0 * jump_height) / (time_to_peak * time_to_peak)) * -1.0
@onready var fall_gravity : float = ((-2.0 * jump_height) / (time_to_descent * time_to_descent))
I was really busy over the last few day moving into my university residence so godoting was a bit difficult ( is godoting even a word … idk) anyway i’ll be way more consistent now than ever before . I’m studying computer science btw.
Anyway love you all and if anyone has a fix for a particular bug, sometimes when i hit the enemy the hitflash lasts longer than usual. i am using a animation player in addition to a shader for the hitflash. If you got any answers feel free to reply below.
Great things are ahead ladies and gentlemen
Peace ✌️😎
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#Day 9,10,11,12 Work was a bit slow
####Changes:
-> Finished the Shooter enemy
-> Created a shooter class
-> Changed test scene
-> Code refactoring to make more scalable
-> minor bug fixes like sprites not flipping properly
####Notes:
I was a bit under the weather the last few days so thats the reason for the late upload.
I will be trying to stay consistent. ohh and for anyone who does markdown, please tell me if this works. okes bye cya tmr
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Day 8,9 Sires and Lords i hath done it
( ✌️vids )
-> combat on both player and melee enemy one has been finalized !!! (not perfect but playable)
->the player can now DIE mwahhhhhhhhhhhh
-> started creating of the second enemy type (shooter)
-> refactoring code to use animation player instead of animatedsprite2d
-> created autoload scripts for player position, enemy position and enemy health
-> added player and enemy hit flash
-> added ledge detection and wall detection for enemies
-> minor code refactoring
Notes 🤭:
I hath fought my first blood filled battle and as my soul brims with pride for my foe i hath slain, i ask for a moment of silence for the pixels that hath their lively luster vanquished for thine event to be actualized
P>S i will show videos from day 8 and 9 because i believe my day 8 devlog was deleted because of the dependency issue they were resolving so this 12 hours is over 2 days
PP>S Have a ultra day (see what i did there, yk ultra … ultralak … i’ll .. i’ll take my jokes elsewhere )
☆: .。. o(≧▽≦)o .。.:☆
Day 7 more bugs, i feel like i’m gonna have a lotta these days:
-> still fixing enemy state machine but added collision shapes and damage and health logic for enemy
-> fixed health and damage logic for player
-> added signals upon signals gees!
Note:
The video shows the collision layer so you can see how the hit box flicks on and off when you slash ( there is a blue flick during the slash animation )
Anyway thank for reading my brave adventurer and don’t worry we gon’ have some spicy things tmr 😁
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Day 5-6 Tiny Victory :
-> finally fixed a bug that caused coyote time to add an extra jump to the players max_jump
-> adjusted the state machine to allow players to slash in the air
-> fixed the jump buffer and coyote time logic
-> still finishing the state machine for the first enemy
-> added dash for the player by pressing shift
Dev Note :
Coding for long periods for time without breaks is extremely tiring. ill probably go for a 2 hour -> break cycle so i don’t break down from exhaustion. Well if you reading this there are still whole lots to come. I’ll be developing this for a long time so :
Come along with me and the butterflies and bees.
We can wander through the forest and do so as we please :)
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Day 4 :(
Hello there traveler from the future ( or current traveler) . Today was just bugs day. Currently i am dealing with a bug with my state machine that allows the player to jump 1 more time that is allowed and sets the jumps available to -1 (as seen in the video ) . I think i created it when i added the ability for the player to jump during the fall state if there were available jumps.
I have tried moving the updated variable out of the state machine nodes but to no avail. i think it has to do with some specific as to how godot handles the order of operations per frame (which is just loads irritating )
Progress takes time and i feel i am at my wits end, but today is another day!
Well thanks for reading this long, no jokes today .
The only visible difference in the video is that i have updated the debugging label above the player to include the previous state and the number of jumps available
C ya tmr 😁[]( ̄▽ ̄)*
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P.S Video is after the meme 🚨🚨
Hello my Good sir and ladies.
If you are new here , Hi i’m Ultralak and welcome to my road to 500 (hours … for now) to make a game (i know pretty ORIGINAL right). Today wasn’t to bad , some light work here , some others there. Some really interesting bugs but soon to be fixed.
Question for anyone : for combo attack do you think a hold or tap method is better to trigger multiple combo’s after one another. I think hold cause it doesn’t require as much work but hey … i’m not all knowing (God is 😎) Well here is the boring part:
Day 3: 4 ish hours:
-> changed the character model to a free asset with more spritesheets
-> fixed some movement bugs and added a crouch state for the player
-> made an enemy but not done yet with the state machine
-> expanded initial test level to include more stuff for platforming
->added lunges for player basic attack
Day 4 (plan):
<-> finish enemy one and create a second enemy which uses projectiles
<-> add death fx, hurt boxes for enemy and player and a health bar for the player
<-> make a weapon class to easily manage weapons
<-> make platforms climbable and descendible
<-> anything else that comes to my mind…
If you read so far thanks’ for your interest in the project and here is a programmer joke, Enjoy 😁:
Why do programmers prefer dark mode?
Because light attracts bugs
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Day 1 - 2:
-> created a player state machine by reusing code from a old project
-> added the run, slash, idle, jump and fall nodes
-> added coyote jump and jump buffering (not yet perfected)
-> created a simple scene to test player movements and such
next hurdle:
<-> make first enemy
<-> possibly change character model
<-> health bar and combat related additions
<-> start creating custom animations
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