Activity

AymenD

Bounjour my freinds,
Today i worked on a new enemy yhis one is more advanced and it charges at the player in a straight line then its stop and has a coldown than charges again
i didn’t work alot today but something is better than nothing
Hope to see you tomorow:)

1

Comments

AymenD
AymenD about 6 hours ago

:)

AymenD

Hello again my friends,

Today i didn’t have school because there were high speed winds, so I worked a lot on the game.
First, I made a leveling system when you kill enemies you gain EXP and after reaching a certain level you can level up wich will make your maximum health, ammo, and heals increase. I also added an effect when you heal, so it’s more obvious when the heal is done.
Also Now you can’t spam heals anymore because it felt too OP. Now after you heal you have to wait half a second before healing again. I also added other effects when you kill enemies, and I added a tilemap, so now the background isn’t just a sad blue.
I also fixed some bugs where you would shoot twice at once.
i also made it so killing enemies will make give you ammo and heal and now to make it more obviuse when you’re invinciable i made it so the player visiability keep changing
There was a lot of do and redo especially with the leveling system. It was pretty hard to make everything work correctly, but I finally made it work.

today was a very plentyfull day. I made a lot of stuff, and tomorrow I’ll try to work on even more. Hope to see you again :)

0
AymenD

Hello again, my friends.
I got burned out, so I didn’t really do anything for two weeks sorry about that.
Today I completed the healing ability, which took a lot of time, especially getting the animation to work. For reasons I don’t fully understand, it really didn’t want to work, and I’m not even sure how I finally got it working.
I also fixed the problem where when you move in small steps, the player’s walking animation doesn’t play correctly.

Goodbye :)

0
AymenD

I didn’t do much today to not result in a burnout so i made a simple adjusment so the player can’t move while shooting i also tried to make it so everytime the player attack with his sword he movels a little bit forward but i don’t know why it isn’t working and i don’t want to go over the 30 minute time limit i put on myself and maybe tommorow i will fix it and sorry for not making an enemy like i promised yasterday.

Attachment
0
AymenD

Today is a weekend, so I spent extra time working on the game. I made alot of improvements like including adding player shooting animations. The player can now shoot projectiles that travel in the direction they’re facing.
I also added an ammo counter UI that is visible on the screen and updates in real time as ammo is used. Also, I made a shooting cooldown stoping the player from spamming shots.
Overall, it was a good day, even though some of these features took longer than expected to get right (making bullets travel in the correct direction was a nightmare). Tomorrow, I’ll probably work on fixing movement during attack animations so the player can’t move, and I may also add a new enemy and start making the world if time allows.

0
AymenD

Made some solid progress today.
I added a health bar, so the player can now clearly see how much health they have left. I also fixed the attack collider logic, which means you no longer have to be stuck inside an enemy to deal damage attacks now register correctly from the intended range.

0
AymenD

Small Update now you can actually kill the enemy there some problemes with the collidors but they will be fixed

0
AymenD

Fixed the animation system so all animations now play correctly and transition smoothly. Implemented a health system that allows the player to take damage and die when their health reaches zero. Also added the first enemy, complete with basic behavior and interactions with the player.

0
AymenD

Added walking and attack animations. After taking a look at the mess that the Animator was, I decided to adapt to bad practices like Mahoraga and started playing animations directly from code instead, which saved a lot of time and effort, and also my mental health.

Attachment
Attachment
0
AymenD

Set up the Unity project, the Hackatime project, and the GitHub repository. Also made a movement script that lets you move, added animations, and made the player sprite change depending on the direction you’re facing.

Attachment
0
AymenD

Shipped this project!

Hours: 2.95
Cookies: 🍪 51
Multiplier: 17.32 cookies/hr

Fixed the things the reviewer mentioned and generaly made the game better will try to added more stuff in the future after i get some player to test it

AymenD

Made some updates to fix the things the reviewer mentioned.
First, I fixed the settings menu and added a back button so you don’t get stuck if you open it.
Second, I added a timer that tracks how long it took you to beat the game.
I also added a proper ending with scrolling credits, so now you don’t just get stuck on the last level and you can return to the main menu or restart the game after the credits fully roll.

Attachment
Attachment
0
AymenD

Shipped this project!

Hours: 10.3
Cookies: 🍪 55
Multiplier: 5.31 cookies/hr

I made a 2D platformer with simple mechanics.
It went pretty well, I guess. There were a lot of problems and bug fixing, but that’s expected with anything that has to do with coding. I made this game in Unity 6.3, so I had to learn the new Unity movement system, which was a pain in the a**.
It was a fun project, and I learned quite a lot from it 😊

AymenD

Just some simple work added 2 levels to the game

Attachment
Attachment
0
AymenD

Well, this will be a long devlog, so bear with me.
First, I made a main menu that lets you enter the levels and quit the game. In addition, I fixed some bugs with the player collider and the tilemap not being aligned correctly, as well as other issues related to the physics engine. I also created four different levels, which took a very long time since I had to set up the player and scripts for each new level. I’m pretty sure there’s a way to automate this, but I don’t know how yet.

I also made a script that lets you go to the next level when you reach the finish, added animations to the player, and fixed the trap colliders to make them more fair and less pixel perfect.

Attachment
Attachment
Attachment
Attachment
0
AymenD

Fixed several bugs with ladder climbing, improved ground detection so the player can’t jump while sliding against walls, and resolved movement issues that caused the player to get stuck to walls. and also Added camera movement so the camera follows the player within a specific range.

Attachment
0
AymenD

I finished setting up the Unity project and created the GitHub repository. I also built the tutorial level, Most of the time was spent implementing the player movement system using Unity’s new Input System which was hell and pure agony to work with at first. action maps are confusing as hell unexpected null references everywhere and inputs not firing when they should, it took a lot of trial and error to get basic movement, jumping, and ladder climbing working correctly. On the bright side, once everything finally worked, the system became much more flexible. I ended the session by tracking down and fixing several bugs related to movement and input handling.

Attachment
0