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Devlog
Spisix 1
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Devlog
Godot Shenanigans
October 18, 2021
by
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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
Hyperag⬡n
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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