
Next up
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
I am impressed by my past self right now. The algorithm behind the unimplemented dashing mechanic (that I wrote like a year ago) uses a sine wave to smoothly increase/decrease Hensen's movement speed for a dash. That is so clever! I actually wrote this!?
I've been working on improving the coin animations for Deathly Descent! This is what I've got done so far, I still need to make the sprite-sheets for the gold and platinum coins.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @therealkomasan ![]()
to open today's slot on the calendar.
Okay, so I've gotten the functionality for the beetle shell render over the player working! (using the first 3 frames from the beetle shell collect animation as placeholder sprites, these ARE NOT the final sprites)
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @MONODO ![]()
to open today's slot on the calendar.
Merry Christmas everyone!!!
Oh yeah, this is all I have properly added in the latest build haha.
This is a much larger (in terms of resolution) video than I've shared here before!!!
This is a full round of Hensen Hopper in it's current state! I mainly recorded this to showcase the new wave difficulty curve algorithm I've been working on!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
The beetle shell is now fully VISUALLY implemented! Next thing on my list is a unique sound for Hensen equipping it.











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