Next up
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
Apologies for the lack of devlog updates since August, took some time for the SAGE demo and some breaks.
Anyway, have some moving platforms!
Update on the capsules: They now show balloon popups of occasional call for help and the required number of pellets to break them open
If you've played Smitty's Journey, the jingle that plays should sound familiar to you
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
Ah drats, forgot to post the updated moving platform video here
Ah dangit, I forgot to update about the returning puzzle buttons from the first game here
Here's a compilation of the videos I forgot to share about it, enjoy :D
Preparing the demo for the upcoming Sonic Amateur Games Expo this September, so everything has to work properly, including the title screen!
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
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
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
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