Next up
I started implementing the UI for the level editor. I also added decreased damage over distance. I uploaded 2 pictures, the first is the drop menu I have been working on, and the second is the function for damage over time represented in a graph.
I have redesigned the jumping system to be more like Mario's (short press - short jump, long press - high jump).
Because of that I also discovered a very annoying bug in my code where on slopes the jump is slightly higher than it is supposed to be.
Since my last post, I have started reworking on the tile collision system present in the game,
I once again used Shaun Spalding's implementation, but this time it was a little harder to make because I used a state system for the player movement.
Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6…).
Showing off player 2 😎
What do you think?
Levels' maps.
I mostly build 3D First Person Shooter game mechanics in Unity, and in this I'm just showing C4 mechanics I made for a little side project I am working on! :)
2d lighting experiment
A few screenshots of the places you'll cross in the Demo of Blu. You can play it today on #gamejolt !
We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM










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