Lots of new enemies have been added! I have also improved some sprites of previous enemies. Just for fun I dropped a ton of them into a room for total chaos!
These guys can block your attacks with its shield! Wait for an opening! Unofficially named: “Glitter Bubble Baby”
Timing is important when dealing with this……thing…
This might be one of my favorite enemies. He bounces around shooting lighting bolts. You can push him around too!
I’m keeping the last enemy a secret. I don’t want to spoil EVERY enemy!
I’m pretty happy with these guys. I’m planning on changing up the bubble one’s movements and maybe bullet patterns. After the enemies, here is what I’ll be up to
- Setting enemies to rooms
- Adding to environments(Backgrounds, Hazards etc.)
- Item Collecting
- Some polishing up
I’m hoping to release in May but I may not be that lucky. I’ll be out for a week later this month and I won’t be able to do any work on the game.
Have a great week!
- The Mantle is finished!
- Removed Star Attack
- Added some particals
While testing, I realized that the star attack is pretty useless. There isn’t any reason to use it over the other weapons. Plus it was a bit buggy. So that’s gone. Sticky Bombs are being moved the the mantle.
Onto the main event of this week, GOOPY! The first enemy! Okay, that probably won’t be the final name (if I give them final names) but woooo!
He jumps around and sludges back and forth looking for trouble.If you look you can see some particles! The player bullets and when goopy dies. Looks good!
I’ve also added Bateract!Or just the obligatory flying eye ball enemy. Or just eye bat. Again, probably won’t do names. This one is a simple enemy that soars back and forth through the air.
Apologies for no update last week. I was lazy and a bit burnt out and so I didn’t do much. But I’m ready to start working and making some baddies!
Reminder that I now have a Twitter where I update earlier and more frequently! Keep an eye on that! https://twitter.com/PlanetCrossDev
This was one productive week! What’s new?
- Sticky Bombs have a unique explosion.
- Doors now have a closing animation
- Surface and Electric Caves complete!
- Reduced player jump height
- Boss planning!
The new sticky bomb explosion + sticky door. The sticky bomb damages all enemies in its massive radius! You won’t get many though. So they will have to be used wisely. In this gif you can also spot the door closing animation.
Sneak Peak at the surface! (Mwah ha ha! It’s blurry!)
Cool cool….. but what is coming when level building is all done and finished and good and cool and nice and all of that? It gets fun.
- Enemy designing and implementation! Build enemies around rooms, not rooms around enemies.
- Adding ammo ups to the world
- More planning for bosses and minibosses
- Fulfilling a promise that I made to someone really cool
One last thing! I have a Twitter now! I’ll post more updates there as I work on the game! If you want a bit more Planet Cross goodness in your life, give it a follow!
That’s all for this week!
Feature Complete!!! After this log, we’ll go into building the world to explore!
- Camera Constraints – The camera now limits your view to your current room.
- Sticky Bomb Fix – Corrected the hitbox that caused it to collide with walls without it looking like it hit it.
- A logo! Looks good! 😀 Should be at the top of the page by now.
- Doors that open when shot. Includes filters for certain weapons.
- Fixed a bug with missiles.
- Added a new door texture!
Doors change color depending on the weapon it requires.
The logo went through some work.
Next week, level design fun!
Trying out video form.
So warping is a thing! Warp points are combined with save points. Though saving has not been implemented yet. You can warp to any prediscovered room that has one of these points inside of it.
It uses some code to set values then uses a room change function. The function can be seen in action when I change rooms. It basically disables the room you are in, enables the one you’re going to, fades the screen, then teleports you over there. Teleporting just sets the room and position then uses that function.
I also made sprites for the maximum ammo and health adder
You may have noticed the heart up in the GUI turned white. With each health boost, the heart changes its look a little!
I’ve also fixed player control a bit. There were issues with shooting up and down. There was a delay in changing back to left and right.
I need to get snowed in more often if I can get stuff done!
Already I’m liking this weekly thing more. So here is some of the progress I’ve made this week. Also I’m not too sure why the frame rate on the gifs are so bad. I’ll probably make these in video form so you can get a better look at the game.
A physical attack! Star Summon! Name will probably change. But this is attack that does lots of damage with the cost of leaving you vulnerable. You can’t move when using this attack. I’m not very happy with the sprite. That will change soon. Still, pretty neat.
Ammo Refills! Enemies can drop these. I suppose they are pretty self-explanatory.
An explosion! I think it looks great!
I’ve also developed a room changing script that I think will work well and be pretty flexible. Not really worth showing but it’s exciting! See you next week!
And it’s fixed! What do you think?
And I’m considering making these weekly. That way there will be more content added .