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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)
Merry Christmas everyone!!!
Oh yeah, this is all I have properly added in the latest build haha.
I wrote a modular language system! I can now add new entries with definitions in as many languages as I please and all from the inspector window in the Unity editor! This allows me to potentially have Hensen Hopper translated to other languages easily!
@ColesyGaming ![]()
is a Jolter to Watch! They post great gaming videos! Follow them before the quest ends on September 24 and you'll get Coins!
Oh yeah, also, I updated that algorithm for dash handling I shared yesterday so I can set the dash duration via the inspector window!
Our 2024 Advent Calendar has opened! Day 21: @DarkTaurus ![]()
is a great Creator who creates content centered around horror games! Accept the quest and give them a follow to get Coins and a seasonal sticker!
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!
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!?
@ColesyGaming ![]()
is a Jolter to Watch, Youtube Guy, Streamer, Family Man, and Podcaster! Follow @ColesyGaming
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before the quest ends on July 8 and you'll get Coins!
I made some updates to the hints system! Now it reads from the message hub to determine when to show hints and the hint texts now come from the lang system I wrote yesterday. This simplified my the hints handling algorithm A LOT from what it used to be!












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