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Spisix 1
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Devlog
Godot Shenanigans
October 18, 2021
by
Hyperagon
If you were getting an error it's because I used an older version of the GodotEngine , solving it by updating to version 3.3.3 Sorry for the trouble, this was quite unexpected as it used to work fine...
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Dream 10 and the first Boss
May 29, 2020
by
Hyperagon
While Dream 9 isn't much (due to the fact that the + and - areas aren't fully functional) there is now a Dream 10 with a spiky boss!...
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Proper Random and Gates
May 27, 2020
by
Hyperagon
First off "gates" or warp gates are the yellow tiles in Spisix. They teleport her to another gate which closes until she leaves it. So I was using int(rand_range(0, #Gates)) to pick one (it's random i...
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More levels
May 25, 2020
by
Hyperagon
This is what will be happening now, but soon enough there will be a Boss fight (level 10). That should be interesting...
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Areas!
May 15, 2020
by
Hyperagon
We now have proper Areas (group of tiles using a single big area instead of one per tile). Directions work properly thanks to it. Next step will be to make the "to_area" take a CONVEX parameter to dec...
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Levels!
May 13, 2020
by
Hyperagon
The first and second one to be exact, the first only has Wall and exit tiles like the original while the second teaches about hard and bump tiles...
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Switches!
April 30, 2020
by
Hyperagon
I also split things like 'warp' and 'direction' tiles apart but 'switch' tiles were the first implemented. It's basically a TileMap with a 'switch' + other tiles and colliding with the 'switch' remove...
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20x10 Cells
April 29, 2020
by
Hyperagon
Made Tiles into 64x72px so that a 1280x720px screen will show 20x10 tiles per cell. You can notice that each screen is part of a grid (Camera moves between these) but they used to let you see parts of...
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