Activity

desh.kian

aww dang it, i forgot post devlog, grapple is like 90% done, the thing pulls u towards it and u can cancel it with ajump, but movmentum doesnt work right, video time. also i switched to godot 4.6 and its so freaking tuff bro. wait the video didnt work unfortunatley do with what you have.

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desh.kian

So im working on the grapple and bugs go brr, new it detects edges fine and retracts and saves ur potential energy.

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desh.kian

So I am working on the grapple, and its almost done. Its being really annoying and buggy, but you can jump cancel but the wall doesnt pull you forward yet

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desh.kian

I tried getting grapple working. I failed. At least I can record a video to show the error so my dear fans are happy. What it suddenly started working ahhhhhhhhhh. Anyways, yes.

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desh.kian

Grapple collision works, but since it goes fast(6 pixels a frame), it doesnt do collision correctly and sometimes it phases into walls, which is bad and its annoys me. i tried doing some thing to stop this, but I think I should just switch to a charecterbody2d cause that has a better collision system.

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desh.kian

I started on the grapple and finished up the entities and checkpoints system, the grapple now works, but doesnt collide with walls.

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desh.kian

AHHH LABUBUFACE I KEEP ON FORGETTING TO MAKE DEVLOGS. Im working on the entity system. The idea is to have a tilemap that gets turned into scenes, like in the celeste editor leonn. IT gonna be cool and tuff with two fs. Idk if i mentioned this but I added spikes and a collision system and one thing thats cool is with an(almost) pixel perfect jump you can actually walljump off spikes, like in a certain game that I have mentioned playing once or twice. Also the little smiley dude is a wip checkpoint.

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desh.kian

FAHH its been 5 hours and i finished getting palyer to feel right, the wallkick was either too strong so you would go away from the wall or the weak that you could just infinetly scale the wall, I made it so that you slowly regain your movement after the wall kick, so it feels really smooth and good. Now I’m ready to work on the core mechanic the grapple. I feel like a 10/10 sigma celeste dev after making this game celesty an have good movement. Also I dont know if ive mentioned this but I like celeste so yeah.

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desh.kian

I made some beasic player mechanics. I play a lot of celeste, so I want to make if feel as nice as possible. I have a jump and left and right movement, and I made it in a way tht would make potential momentum boosts and grappleing easy.

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desh.kian

I hate co,piling c its reeally annoying. Ive spent an hour trying to get it work and i hate it. AHHHHHHHHH. Every single time I find something that could possibly work, something doesnt work.

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desh.kian

Project is allmost read for ship. I added in a lil preview for the next piece as well as plaing around with the ui, and after a bit of polishing it should be good. Prolly also gonna add a restart menu which wont take that long

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desh.kian

I made a cool color system, and now when u combine tiles the colors get mixed. Looks kinda, wierd, but ima try to fix it and polish up the gayme.

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desh.kian

Wassup my favorite feet finders, I made a really complex script to make me be able to use my own phont. I kinda forogor that ttfs exist so i did it the hard way!:( Now my games font looks better tho.

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desh.kian

I fixed a wierd bug with the combinations, mayde a font and started loading it.

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desh.kian

HEY HEY HEY WWSP GAMER GIRLS I MADE A THINGY AND NOW THE 2048 works cause yes. Now the slidey slidey and addey addey wroks. Video will explian it better.

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desh.kian

So i added in gravity. My idea behind it was i could just have the gravity for one direction and just rotate it and rotate it back so its basically normal. The gravity is wierd and flips all the rows, so I still need to fix that

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Comments

sakshisuman25
sakshisuman25 21 days ago

GOOD

desh.kian
desh.kian 20 days ago

Thanks bro

desh.kian

I scrapped the numbers and operators idea and decided to make a 2048 and tetris hybrid. Now the grid is significantly tinier, and every tile has its own power of 2. I have not implemented the 2048 swiping, put I will probably do that next.

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desh.kian

I fixed a bug witht he boss not spawning on load, if the player is standing riectly and x zero, then it divides something by zero and the whole world explodes. so now everything is fine and Im actually gonna ship it and we pray it will be approved.

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desh.kian

Shipped this project!

Hours: 68.28
Cookies: 🍪 921
Multiplier: 13.49 cookies/hr

I made this bossfight in Godot. I have not used godot in a while, so I really wanted to try it again. I learned how to re use it, and learned about tweens, shaders, and global variables.

desh.kian

I think im done. This has been a fun grind. I finished up the sound sliders and learned how audio buses works. This project was so fun, and Im prolly gonna ship it tommorow.

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desh.kian

It seems like even though I made like 4 devlogs, I kinda forgot to post them. I made music and sound effects, didnt like them and just found a cool song online. I finished some shader stuff and now i just need an audio slider.

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desh.kian

Wassup sigma nation. I spent way to long working on my whiter shader, and learnt more about how global variables work. Its a really cool concept. Now the game is basically done,, besides for me still needing to compose some music and add in some related code to that.

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desh.kian

Wassup Sigma Nation. I made a shader that turns the screen white, spent wy to long debugging because i spelt parameter and paramater and didnt notice. i used tweening to make it so that the shader can fade in and out, and it was very sgima to learn how those work.

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desh.kian

Fixed some wierd shader issues.
Made heal not just make shader red, but transitions it,
Looks sick, yall get a video.

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desh.kian

Devlog Time! I added in death cutscene to this bossfight, worked on getting the nodes to properly reset when you win/lose. Im also gonna commit to the repo for once in my life! Last time i did it I put it in the wrong repo:(

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desh.kian

I finished made it so that you can move back and forth between different meus, and I still need a few of them like audio. I also synced a lapse I made a while ago which has a cool healing ritual art.

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desh.kian

Holy time inflation. Anyways, I made it so that keybinding actually changes the key and created a system for moving from one UI to another.

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desh.kian

Binding keys kinda works, theres a neat UI for them, but it doesnt change the keys yet. This was really cool, and i learnt a lot about godot ui and how input works. Its great to not work in C after tetris.

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desh.kian

I made some progress on scanning the rows, now it breaks them up into chucks, but doesnt really analizey them. I dont really hzve much to show. I think im gonna take a break from this project and finish my bossfight.

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desh.kian

I SPENT WAY TO LONG TRYING TO GET MY LIST TO NOT PRINT WRONG CHARECTERS WHEN I REALIZED I WAS ACESSING MY LIST IN THE WRONG WAY. I also worked on the expression stuff and got nowhere, at this point I should just reset it. Im just gonna show the funny charecters ive been seeing cause i dont like them and I suffered. :( Overall not the most positive devlog, but hopefully Ill be happier

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desh.kian

I made it so that numbers and operators are drawn onto the tiles and grid, and spednt way to long making squares rotate even though there hitboxes dont change. I also put a random number generator on the side for a goal, but it doesnt have any use.

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desh.kian

I finished the rotation stuff, and fixed some edge cases. I got started on the numbers and operations stuff, but didnt get a lot done.

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desh.kian

I dont know how, but It’s actually working, You can rotate, move around and pieces get drawn on the map. this took like half the time of the original and works 10 times better. Me Happy. I still needa code the rotation in the other direction and for a few other pieces. I might also do SRS, but I don’tknow.

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desh.kian

I did a bunch at coding at a time I should not have been doing that. I woke up this morning and started coding, but my code may have been in mandarin cause I could not understand it. The logical thing to do would go through my code and fix it, but I’m not really logical. I restarted the project now with a tad bit more C knowledge. I created a shape that just stays in place, but it has the fundemental logic the work.

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desh.kian

I added in collision and made walls work! Now it’s actually kinda sort of playable. I still need to make it draw when it ends. Dont ask about all the zeros, I had to test something.

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desh.kian

I spent a while learning how structs work, and tried a few different aproaches to make pieces randomized, and had to change the pieces to rotate better. Now the pieces randomly get chosen, and fall down.

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desh.kian

I spent a bit coding in godot, but then I realized that would be far to easy. I wanted to do something low level that isnt a game engine. I started working on a project in C using the Raylib library. This is very annoying, I have to learn a lot of things my python and gdscript brain can’t handle. This is also kinda fun tho, I made a tetromino fall, and I’m pround of it for now. Also, I had a vision. What if isntead of combining math and tetris. I combine 2048 and tetris. I don’t know which one I’ll do, but I’ll figure it out. Right now I’m just concerend about the basics.

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desh.kian

I started work on the UI and main menu, and I made a few different screens that dont have functionality. I spent like an hour trying to understand how to do input rebinding, watched a youtube tutorial on it and got it in less than 10 minuites. Overall this has been the annoying, grindy part where I’m done with the project and just want to ship it. Also I found a really preppy asthethic slay font.

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desh.kian

I did a bunch of polishing, so now I think the bossfight is 99% Done! I added a fireball spell you can cast, actual images for your health, and did a lot of tweakiking to the health of the bosses, I feel like I did something else that was major, but it is not co,ing to me.

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desh.kian

I made a background and added it in!. Even though the background sucks, it still makes the game look far more polished!

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desh.kian

I added in a cool shader that turns the screen red when you are in vampire mode, added in an attack sprite and spent way to long fixing the positions, Project is almost done besides for a background, song, main menu, health icons and maybe composing my own song.

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desh.kian

I forgot to write a devlog for a while, also I think my time is kinda broken. But I added in some art for the boss, and themed him like a chef. I made animations for all the attacks, and got them as smooth as I could possibly do. I then tried messing around with shaders, which I never did before. I tried to make a shader that will turn the screen red in the players vampire mode.

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desh.kian

I added in a slider for colors, and made it so that you can erase and a button to switch between modes. I polished up everything, and the project is now ready to ship!

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desh.kian

The ordering of the tiles was off, so I fixed that with a formula. Afterward I tried to make it so you can rotate the canvas, but that did not work and I gave up on it.

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desh.kian

I didn’t realize I have to log the stuff here and not just in lapse, but I will explain everything I did. So the idea behind the project is building a software to make voxel art in, but coding in in the desmos graphing calculator. I made a formula to render cubes at a certain position, and gave them shading to make it look three dimensional. I then made it so that you can place cubes on the sides of other cubes by clicking on them. I added in a surface at the bottom where you can start placing cubes on. I then tried way to long to make it so that the layering of the voxels looks right and failed.

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desh.kian

I finished the player animations! This made me realize that giving yourself a really big canvas and a ton of colors is not really good for learning pixel art, so I am going to try limiting my entire game to the gothic color pallete i found. I also implemeted al the animations into the game, and now it looks really good.

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Comments

SilentSword
SilentSword about 2 months ago

Hey, where can I try to play your boss fight. It seems that on GitHub you haven’t uploaded a commit in the last 2 weeks.

desh.kian
desh.kian about 2 months ago

Sorry, I don’t normally use Github, so I kinda forgot about that. I’ll upload the files to github right now. Would you prefer it if I uploaded it to itch.io, I planned to do that when I ship it, but I could do it now.

SilentSword
SilentSword about 2 months ago

I’m more familiar with GitHub, so that’s what I would prefer. But upload to whatever you are comfortable with, i can figure it out.

desh.kian

Since the player anyways steals health from the enemy, i thought making him a vampire would be fitting. I made the art using a monchrome color pallete, and made a jump and dash animation. The art for this part was really easy for some reason, probably because of me limiting my colors and resolution. Now i just have to do an atttack and a walk animation, and the player should be all good.

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desh.kian

I spent a while on the art, and it still looks pretty bad, so I’m gonna try something else for the art. I don’t know what it will be, but hopefully it will turn out better than this.

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desh.kian

I added in a health and mana system, and worked a bit on the pixel art. The mana system allows you to do a little heal thing in air, which allows you to take health from bosses by attacking. My lack of skill at art along with my perfectionism makes it really hard to make art quickly, so this may take a while. I also polished the bossfight, and the gameplay should be done besides for a few starting animations and potentially a main menu.

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desh.kian

I added in a first phase to the boss and now it is really fun. I also started on some art, inspired by Greek Mythology. I wanted to do a god who felt fast, smart, agile and Athena was perfect for that. Right now it looks really bad as I’m not the best at pixel art, but once I finish it I will also ask my friend who’s good at art for feedback. In terms of the actual boss, I cleaned up the second phase, added in a first phase with only one boss attacking you, and fixed a ton of issues along the way. Tommorow I will bring it to the Coding Club I created at school and get some people to give feedback.

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desh.kian

I made the attacks work. Making them work modularly was not that hard, but the hard part was changing around all of the timings, and getting feedback from one of my friends. This time I’m gonna try to record the bossfight to show all the attacks.

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desh.kian

I think the time is a bit scuffed, and I probably worked on this part for 2 hours, I re added in all the attacks and made a lot of tweaks to make them feel better. My idea for actually deisgning the boss is to design the double boss fight first, and then the singular first phase.

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desh.kian

My logic for the boss looked like spaghetti and was really hard to work with, so I decided to delete all the logic. I don’t really have an image to show for nothing, so you get a picture of my dog.

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desh.kian

I made the bosses bigger, and now that attacks actually play without the player having to do anything, and there are now around 6 attacks.

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desh.kian

I started work on making the boss moves feel coordinated, and I had to rework some bossfight system to make it feel that way.

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desh.kian

I have already done a lot before making this project, so I want to say what I have already done. I have a player who can move, jump, dash, attack in 4 directions and take damage. I also have a boss with 4 attacks, a dash, slash, dive and an attack that slashes across the room. The attacks still have to be spawned by pressing a key, and there still is only one boss.

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