This is going to be a very long devlog as i was travelling i couldn’t regularly keep on updating through the devlog but i was constantly committing so i think i somewhat did a good job.
This devlog is kinda long but i don’t remember what i did haha funny me but lets try to bring the main attention to the important changes.
- I have successfully implemented a the font size,lineheight,width of the computer inside for defining the content based on scale before i just hardcoded values based on my screen so if your screen smaller or larger than mine the text going to be drawn incorrectly i tried here if still it messes the responsiveness i need to approach a different solution.
- Added a laser button. In the down below levels with lasers have a red button next to them so if are trying to pass some oath that have lasers in them you need to turn it off first. You can do it by stepping on the laser for 0.5 seconds to turn off the laser.
- The buffer zone for the laser and player collision is increased. So you only get stunned if you go really close to the laser.
- The buffer for the player side has been increased i didn’t know the side had some extra space that the collision checker considered it as the player so i removed the extra space from the calculation by adding the sideOffset variable to it.
- Made the shop dynamically update the displaying upgrades now i have made the shop to display two random upgrades out of the 5 it has so a variety and doesn’t feel like you are upgrading the same thing for multiple times.
- Added a total orb collected count in the shop as some of you mentioned it is difficult to know how much orb i needed to collect now go easy as i just added it. Quality of life there man. Feel free to criticize me more(only constructive criticism allowed).
- Added three more new levels it kinda looks awesome to me but it is really up to you. am i right?.
I think so i covered most of them some are just fixing the existing bug.
oh shoot wordlimit ha