Next up
Figuring out how to properly switch scenes in Godot, and hey, it works flawlessly! Now to add some transitions and more persistent states.
Guess which feature made its return from the first game?
That's right, hidden secret areas! But unlike Smitty 1, they are not on plain sight this time
After some refinements and troubleshooting, I finally settled the dialog system straight from a blank canvas
And it works pretty flawlessly, thanks to Godot's label visibility features
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Made one of the major but optional collectibles in the game: Hostage capsules
You need 20 energy pellets to hack these and release the captured Dropple inside
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Continuing from the last post, dialogs can now be triggered automatically on player contact and can even switch points of view to go along with certain dialog
Working on the main menu took me quite a number of trial and error, but I managed to almost complete it
I also have been wanting a cut-out transition for a long while and I finally get to make one, huzzah
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Apologies for the lack of devlog updates since August, took some time for the SAGE demo and some breaks.
Anyway, have some moving platforms!
0 comments