Commit Graph

139 Commits

Author SHA1 Message Date
f4889b22a8 Bound Frog behaviour update
The frog can now aquire a target.
It jumps more frequently until it loses sight
for some period of time.
2023-01-10 14:16:30 +01:00
db04c9d3d5 Frog reverses direction correctly when jumping 2023-01-07 01:39:12 +01:00
3689e9a43b Frog jumps only within radius 2023-01-05 00:02:09 +01:00
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