Activity

katopirat

Arrow physics is finally tight. No more phasing through walls raycasting on every _physics_process tick catches tunneling before it happens. Arrows now stick exactly where the tip lands.
Three arrow types implemented:

Normal – white trail
Bouncy – reflects off surfaces, green trail
Fire – destroy some walls, red trail

Each has CPUParticles2D config and color-coded trail gradient.

What’s Next
Building out Button + Door system. Buttons trigger on arrow collision, doors respond to signals. Setting up Area2D detection and animation state machines.
Time to give players something to solve. :>

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katopirat

Five hours and 20 minutes :<

Started by fixing Area2D vs ColorRect inheritance issues. Rookie mistakes from earlier sessions coming back to haunt me.
Built a proper transition system with CanvasLayer animations. Looks smooth now, but getting there was painful.
Problem fixed: Scene was switching before fade animations finished.

The “jumb” Incident >:(
Renamed an animation weeks ago but left behind one typo: “jumb” instead of “jump”.
This single typo cost me HOURS today. Tracking down phantom errors that pointed nowhere. Finally found it hiding in an old script reference.
Ctrl+F is your friend when renaming anything.

Added Kenney’s particle effects: random sizes, smooth fade-out.
Fixed collision bugs and group assignments. The boring stuff that needs doing.
Better UI: Added a counter for arrows and a restart button (finally! :)).
World Building: Added animations to plants and flowers, so the game looks much more alive. Thank you so much Maaot for your beautifull assets.
Also made a proper texture for the end of the level, so it isn’t just a white circle anymore.

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Comments

hack.clubber
hack.clubber 26 days ago

Nice game, Could you add a demo so I can try it??

katopirat
katopirat 25 days ago

ok i will :>

katopirat

New Bow Mechanics:
Hold to charge mechanic
Aiming dots added “angry birds” style line using a Line2D to show the arrow’s path
Physics: Arrows now use gravity (1000) and stick perfectly into walls

Technical Fixes
Coyote Time: added a 0.15s window to jump after leaving a platform, I thing the game feel so much better now

Visuals
I’m so glad I started using these assets they make the game look beautiful. I’m using massive 512px tiles and plants to create a deep, mossy cave atmosphere
I set up a TileMap to build the levels

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katopirat

Ballistic Physics: Arrows now follow a realistic arc with gravity
Stuck Mechanic: Projectiles successfully convert into solid platforms on impact
Collision Layers: Fixed Player vs. Arrow interactions (ignore during flight, stand on when stuck)
Bugfixes: Resolved node hierarchy errors and “propeller” rotation bugs

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katopirat

I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.

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