7a7c1638ba
Frog can be knocked out and also die
...
If the frog sleeps it will drop down and not move,
it's also rendered unharmful.
When it dies, a new Rope attached to an empty
collar is spawned :(
2023-01-04 23:07:13 +01:00
d710219cfd
New BoundFrog scene manages rope + frog
2023-01-03 19:23:45 +01:00
67031e101b
Frog with simple rope
2023-01-02 23:47:07 +01:00
b01b898558
Unoccluded lighting shader
...
The camera now updates a shader with the positions, strengths and colors
of nodes in the light group.
The sources cast light around them on the z layer they are on.
They do not work for Tilemaps yet and
can't be occluded.
The light of different sources does not
get stronger if they overlap.
2022-12-17 20:21:00 +01:00
69ad83369d
Beginning Frog, new background/assets
2022-12-13 15:14:29 +01:00
4ccca8b0ae
Working caterpillar movement
2022-11-21 21:47:04 +01:00
8a7df91bc1
Scuffed caterpillar enemy
2022-11-15 20:34:35 +01:00
ec1dac9453
Camera fix, spike art revision
2022-11-15 16:55:39 +01:00
97f20a471b
New Artworks
...
Spring
Spike
Slope
Flying Platform
2022-11-14 18:16:55 +01:00
fb325601aa
New gras texture and polygons, camera changes
...
The levels have to conform to some criteria to fit into the frame.
They have to have the right size, the zoom and
limits do not work for every size >:
2022-11-07 22:56:14 +01:00
5df4df667b
Working Slopes 😌 🎉
2022-11-01 20:01:40 +01:00
7c423e7fc9
Trying to slope rotate (futile style)
2022-11-01 15:25:26 +01:00
0c5c2112b4
Unfunctional slope rotation, renamed globals
2022-10-18 18:27:04 +02:00
080dc9051b
Background asteroid paralax updated
2022-10-17 21:37:36 +02:00
ce838b0602
first background, new grass asset, player-detached camera
2022-10-17 21:15:19 +02:00
54c3421aea
Death animation and refined drop through platform
2022-10-03 16:34:06 +02:00
7f55ddfc22
Drop through one way platform
2022-09-25 17:46:57 +02:00
b7bc027aa5
Swaying Grass implemented
2022-09-24 15:17:55 +02:00
ded07f8244
Level Event Signal Manager, die when timer is up
2022-09-07 20:49:13 +02:00
38bf760182
Fixed going to wallslide from idle when landing
2022-09-07 17:07:57 +02:00
d6d6301c7f
Button that enables a portal and UI timer
2022-09-07 15:53:34 +02:00
d607e0d45f
In-Game ButtonGroup with buttons & 1. Level
2022-08-16 15:06:04 +02:00
e76a70c475
Level Cleanup, new basic alien ship tiles
2022-08-08 20:32:01 +02:00
487bfc87d7
Better enemy bouncing
2022-08-05 21:23:26 +02:00
6eace8721c
Airstrafe anim fix and wallslide anim direction fix
2022-08-02 19:07:47 +02:00
12c100e56a
Dusting run anim fix
2022-08-02 16:20:15 +02:00
d6ae990d4b
Running animation fix and dust effect
2022-08-02 15:15:10 +02:00
5ed7f0cf9a
TLT Cam/Tile Fix & Level cleanup
2022-08-02 01:22:39 +02:00
480d487a05
RunningLeft animation fix
2022-08-02 00:31:19 +02:00
50c349c236
Turning animations with blend spaces
2022-08-02 00:20:45 +02:00
2a92de18c7
Replaced animations with blend spaces in statemachine
2022-08-01 18:05:53 +02:00
f31ee4330a
Balanced ducking and small animated hitbox fix
2022-07-31 23:47:52 +02:00
13bbe50fbf
Hitboxes are now animated to fit the current state
2022-07-31 23:38:49 +02:00
36c51b07fb
Included Turn Animations for Idle Walk and Duck
2022-07-31 15:48:05 +02:00
0a7e2a045b
Smol idling animation fix
2022-07-31 12:19:20 +02:00
e1d8c4f071
New animations and tiles
2022-07-31 01:07:50 +02:00
Jakob Feldmann
884ade2305
Duck balancing change
2022-07-26 20:01:41 +02:00
Jakob Feldmann
ad89d8e24f
Fixed problem with ducking and the camera
2022-07-26 19:59:43 +02:00
Jakob Feldmann
bf40a26afe
Included ducking/sliding and switched to anim tree
2022-07-26 19:57:41 +02:00
59e87c846a
Duck and slide states and handling stub
2022-07-25 22:51:27 +02:00
1351dbb004
Added 3 simple enemy types
...
The first avoids falling off ledges,
the second falls only off of safe ledges
and the thirds darts towards the player when
he is touching the same unobstructed ground
it is on.
2022-07-12 18:05:34 +02:00
f8aed2f056
Added simple spikes, improved the flying cutters code
2022-07-12 00:18:28 +02:00
5acddf6a46
Floor specific friction & camera zoom on small levels
2022-07-11 17:38:38 +02:00
f79e483a57
Acceleration independent of physics fps, tile fix
...
The tiles had not perfectly quadratic shapes, so they caused some bugs.
I also made a adjustment to the reverse movement check and
the recovery of the strafe move
when touching walls.
2022-07-10 20:54:38 +02:00
f75c76e437
Flying Laser Cutters
2022-07-10 16:44:46 +02:00
193bad8702
Rotating ore, flying laser cutter art
2022-07-04 21:19:09 +02:00
Jakob Feldmann
6951028145
First level prototype, fixed inair movement
2022-06-27 22:39:55 +02:00
fb52fd0ecd
Basic animations for Blobby
2022-06-27 00:35:12 +02:00
db1696721f
Changed start window size to be bigger
2022-06-25 15:52:58 +02:00
85348bbd3f
Turret Laserpointer and raycast selfcollision fix
2022-06-25 15:43:49 +02:00
c3255b30f2
Inair move forgiveness, camera zoom, jump height
2022-06-25 15:31:43 +02:00
bf5af96d20
Fixed unresponsive loaded scenes, when using UI
...
The Button for switching to a different scene now unpauses the tree
and frees the previous scene from memory
2022-06-25 15:02:10 +02:00
38c61eefd6
Fixed Main Menu with level select, new Tile Sizes & assets
...
Main change is the fixed main menu
The other changes include newly added resources, like
the new ground tile and blobby animations/designs
I also experimented with the display size and camera
To adapt to the new Blobby design, the default tile size was changed
to 24x24
2022-06-25 14:27:12 +02:00
68511984c7
Added laserpoint to turret scene & move testlevel
2022-06-20 23:00:43 +02:00
9cef352fe2
Fixed spring impact registration, camera tilemap limit
...
The incoming velocity of bodies going onto the spring is,
now saved in a signal connection.
The players camera is now limited to the extends of the tilemap.
I also experimented on the viewport a bit.
It seems like I can't simply swap out the default viewport
with my own configured viewport and use it in the editor normally.
2022-06-19 18:12:29 +02:00
40ac349bf1
Default texture import, animation test assets
2022-06-14 18:05:32 +02:00
0b603c75ca
Revert "Ignoring Addons Folder"
...
This reverts commit 6c3be182aa .
2022-06-13 20:51:40 +02:00
6c3be182aa
Ignoring Addons Folder
2022-06-13 20:42:24 +02:00
Jakob Feldmann
ad5c9d6d78
Turret anim transition into search & firing rate
2022-06-11 22:32:53 +02:00
Jakob Feldmann
5359d5dd75
Fixed Turret incorrectly using references to freed objects
2022-06-11 15:49:35 +02:00
bd6103a766
Turret shoots, can loose player
2022-06-07 19:47:08 +02:00
162a5b485e
Simple turret tracks player in limited angles
2022-06-07 17:26:01 +02:00
c3ed976783
Turret state machine stub and default state
2022-06-04 21:14:49 +02:00
71cf76e9ef
Rudimentary turning and player detecting turret
2022-06-02 20:08:02 +02:00
1a45a0ca84
Group based area/body detection, walljump fix
2022-06-02 19:18:10 +02:00
6605221398
Fixed velocity problem for landing on moving floors
...
The problem was that blobby got the velocity
of the velocity_jump_boost added to him whilst
jumping on a moving platform without moving
2022-05-31 23:09:43 +02:00
b75d57499a
Usable Spring Platform Implementation
...
The spring is a Node2D with it's self contained physics.
It manipulates the vertical velocities of parents of
areas that come in contact with it, based on their
current velocities and masses.
2022-05-30 17:28:08 +02:00
8d92d285d9
Movement accelerations use two step euler method
2022-05-29 23:29:00 +02:00
6bf50d1bab
Jump forces, smoother falling, ez walljumps
...
The jump velocity is not calculated on a one second basis anymore.
Instead the 60hz physics ticks are
the new reference for the jump force constants.
This is to unify the calculation of velocities in the blobby class.
Walljumps are now easier.
A just pressed jump event was changed to a pressed jump event.
This means the player can walljump,
with pressing a direction while sliding down a wall and keeping jump pressed.
Falling was smoothed out with a slightly and naivly improved euler method.
Also the spring is being experimented on.
2022-05-28 16:10:33 +02:00
1b7b6acd09
First working spring implementation
...
The behaviour of the spring is
erratic still.
The main problem is:
Blobby being slowed down,
disproportionally much when touching the spring surface.
A communication between the contraption and Blobbys physics needs to happen.
He has to slow down according to the, motion of the spring plattform,
and not go to 0 because hes touching some ground.
The other thing is that it should be always possible to jump.
Currently the platform can move down faster than blobby and cause
him to hover, which makes jumping
unavailable.
2022-05-23 22:12:09 +02:00
9c2a01f8a1
Renamed Areas and Bodies, slight restructure, preliminary spring
2022-05-23 16:19:32 +02:00
8ea91e0f05
Spring with capsuled physics(no interaction)
2022-05-17 14:39:48 +02:00
e421662534
New blobby character, overhauled project structure
2022-05-16 12:46:06 +02:00
82028789e7
Midair boost, easier walljump, dpad fix, physic adjustments
2021-05-18 15:23:09 +02:00
7fd2c58218
Coyote time and jump buffer, walljump fix
2021-05-11 20:07:43 +02:00
36595e81ec
Jump height control, walk level, adjustments
2021-05-11 14:17:37 +02:00
61cd57c253
Stone Texture, Wallslide/Jump, Level One Draft
2021-05-09 19:44:05 +02:00
ce04af9332
walk/run states, in-air movement, gravity fix
2021-04-13 23:46:07 +02:00
7d3a99b284
Working jumps and friction
2021-04-11 01:54:59 +02:00
742b79db52
Inertia based movement(broken jumps)
2021-03-30 22:57:34 +02:00
edc8a4d16f
Debug Textbox that shows current State
2021-03-19 17:21:30 +01:00
67f2466f8c
Player Movement intiated via the PlayerStateMachine
2021-03-14 13:25:52 +01:00
Jakob Feldmann
6500d525cd
RayCaster Tutorial angefangen
2021-01-08 18:28:32 +01:00
Jakob Feldmann
58fa20d2e7
Added a StateMachine interface
2020-08-09 17:12:05 +02:00
bbe611c1aa
Ignored .import, new Statemachine script
2020-08-09 16:20:39 +02:00
Jakob Feldmann
2c4d089643
Result of the GDQuest Tutorial
2020-08-06 10:40:10 +02:00