5 extra playable ranges and a brand new kind of enemy
changelog : – 5 extra playable ranges (69 in whole) – some ranges modified – new kind of enemy (world 7) – partial code refactoring (level-linked actions) – expertise calculation modified (explored ranges as an alternative of accomplished ones) – simplified enemy timber (collisions, detections) – world/sport stats : structure modified, variety of explored degree added – sq. miniboss : collision mud added – new functionalities in developer mode and predominant international script – degree recordsdata renamed and numbered – some sprites reworked – new thanks
fixes : – proceed menu : music stopped when getting into code menu – 4th boss : blinking stopped if lifeless – projectile stopped by brittle block – out there cash in present world explored ranges corrected (developer mode) – Hop : mud all the time on the best aspect when colliding a wall – inexperienced laser : colour corrected – no extra preliminary parasitic vertical scrolling in secret zones
arising : – seventh boss – extra ranges
As all the time, suggestions is welcome, new testers can have their names added to subsequent releases’ thanks part
Here’s BETA 20 model of Hop!2D in the event you really feel like attempting it (see hyperlinks within the first put up )
This new model brings extra ranges, extra sound results, a brand new kind of enemy and much more to find. My purpose is to launch a whole model of the sport by the tip of this 12 months so all feedback are valuable !
changelog : – 6 extra playable ranges (78 in whole) – many ranges retouched (surroundings) – 1 new kind of enemy (supercyclus) – extra sounds for small enemies – code refactored (animations, shared strategies) – single spark if Hop hit – pause shortcut reminder crossed out if pause unavailable – keyboard shortcut reminders repositionned in most menus – snapshot shortcut added in world stats and congratulations display – many sprites retouched – sound changes – extra information displayed in developer mode
fastened : – shifting enemies in degree 65 ! – no extra remaining mud in abstract display – ASTHALIS time corrected on the finish of a world if secret world unlocked – pannel changed in a secret zone – just a few sound fixes – no pause/resume messages in commonplace mode
Here’s BETA 21 model of Hop!2D (see hyperlinks within the first put up )
BETA 21 is one other massive replace with a brand new coaching mode (limitless vitality for the primary ranges of the sport), a brand new boss, new ranges, boss injury saving, many seen enhancements and far work on enemy codes. If progress goes on as I anticipate, the entire model of the sport will likely be prepared by the tip of the 12 months and future releases will solely cope with attainable remaining bugs.
changelog – 4 new playable ranges – new coaching mode with limitless vitality – detection bins modified (barely smaller for enemies/hazards, larger for bonuses) – 1 new boss – 1 new kind of enemy – 1 new mechanism – secret codes evaluate – boss code rewritten with injury saved if restarting the extent – 1 boss modified – 1 enemy conduct modified – seen Hop’s trajectory – CODE selection added in CONTINUE menu – HELP menu prolonged – post-victory degree on progress ! – many ranges modified (decrease issue, surroundings, points) – visible results added (menus, enemies) – sounds changes (quantity, vary) – some sprites redrawn – higher english translation – new thanks – new functionalities in developer mode – minor interface modifications
bugs fastened – all the time restart in world 1 if “introduction” chosen after “different world” in proceed menu – 2D sounds for boss 3 – boss 5 projectile develop velocity no extra linked to FPS – some sounds stopped in mute mode (presentation, godotron, reptis) – lighter blue colour for teleporters/switches/lasers – small visible fixes – forgotten thanks added
arising – new common, secret and boss ranges ! – new forms of enemies
Here’s BETA 22 model of Hop!2D (see hyperlinks within the first put up )
For this new beta, I switched to Godot 3.5 and can use a few of its options in future variations. Some (fairly surprising) bugs had been noticed because of suggestions I had about beta 21 model, apparent adjustments had been made (Hop’s ship is seen on the finish of every world, tip arrows now transfer) and, after all, new ranges had been added. By the best way, now you can attain a brand new secret world in the event you look in crannies and nooks…
changelog – change to Godot 3.5 – 3 new playable ranges (84 in whole) – many ranges reworked – entry to a brand new secret world purposeful – Hop’s spaceship seen originally of every world – new visible results (shifting arrows) – “boss key” project modified (shift key) – code modified and longer harm state for bosses – hazard collision masks lowered (lasers) – full bonus evaluate – many sprites reworked and new ones (reinforcements, surroundings) – extra sound results (hearth, shifting platforms, idol) – minor show modifications – sound changes – new thanks – new functionalities in developer mode
bugs fastened – no crash if Hop dies after boss 7 dies – boss 5 assault now purposeful – loss of life of boss 2 corrected (body, shock) – Hop’s temper modified in CONTINUE menu – Hop’s excessive ranks corrected – sign translated into english in degree 5 – minor surroundings fixes
arising – new common, secret and boss ranges ! – new forms of enemies
Here’s BETA 23 model of Hop!2D (see hyperlinks within the first put up )
In this new replace, many of the work was about new ranges and linked options (6 new ranges, 1 secret world now full, 1 new boss, 1 new enemy kind). I additionally did some sprucing within the code and I believe that 80% of already constructed ranges will not change anymore. Among apparent modifications, lifebars look a bit totally different (sort of “Starcraft-like”) and there may be now a laser state visible reminder to ease the participant’s progress in giant ranges. Developer mode has been improved as nicely to hurry up testing.
changelog – use of distinctive nodes (Godot 3.5 new performance) – 6 new playable ranges (90% of the ultimate sport) – 1 secret world full – many ranges modified (80% fastened) – 1 new boss – 1 new kind of enemy – 2 enemy behaviors prolonged – laptop screens added and improved – cash eliminated in coaching mode (ineffective !) – lifebars with distinctive variable colour – laser state visible reminder added – some parts delivered to foreground – expertise rounded as much as the following % – 2D sounds for followers – “boss key” project modified (ctrl key) – 2D digital camera all the time energetic (scrolling) – HELP menu overhaul (textual content, animation) – some scene recordsdata renamed and reorganised – some sprites reworked or grouped (shifting platforms, surroundings) – ASTHALIS’s occasions up to date (world 4) – expertise calculus readjusted – minor UI (language reminder) and surroundings modifications – new functionalities in developer mode – new thanks – ineffective recordsdata deleted
bugs fastened – no crash if Hop dies after boss 7 dies – boss 5 assault now purposeful – loss of life of boss 2 corrected (body, shock) – Hop’s temper modified in CONTINUE menu – Hop’s excessive ranks corrected – sign translated into english in degree 5 – minor surroundings fixes
arising – additional per-level sport saving system – new common, secret and boss ranges !
I’ll lastly be busier than anticipated on the finish of this week, so I made a decision to launch this new BETA 24 model of Hop! 2D right now, a bit forward of schedule ! Hope you’ll prefer it. This new BETA can be a “birthday version” : the primary playable model of the sport was launched 2 years in the past (loopy how time flies…).
See hyperlinks within the first put up
2 massive steps for this new replace : first, many of the UI has been reworked to make it cleaner and simpler to make use of (predominant menu clutterness is historical past) however, most of all, a model new sport saving supervisor is now out there on the finish of every accomplished degree, along with the pre-existing world-by-world progress saving. This is one other option to play the sport and, hopefully, a extra handy one for novices or just gamers who didn’t wish to replay already explored ranges after dropping their final life. Although Hop! 2D shouldn’t be full but (93% of it, so it is getting close to !), extra of you’ll now be capable of full all purposeful ranges (3 new ones for this launch and extra on the best way !).
extra element beneath…
Waiting in your personal screenshots !
changelog – 3 new playable ranges – 2 new enemy sorts (hopivore, phantasm) – end-of-level statistics and sport saving (6 slots) – UI interface overhaul (show, hierarchy, symbols, larger clock) – new CAMPAIGN and OPTIONS menus – new transition screens earlier than boss ranges – round gauge for collected cash – administration modified for laptop screens – Hop’s spaceship seen in boss ranges – again to three lives originally of every sport – trampolines optimised (graphics and code) – 2D sounds for trampolines, switches and portals – semi-transparent portals and laser gates – construction reinforcements delivered to foreground – new visible results – many sprites reworked – extra element in display seize names – music and sound changes – many code optimisations (decoupled, simplified) – new functionalities in developer mode (unlock all worlds) – ASTHALIS occasions up to date – thanks up to date
bugs fastened – Hop’s girlfriend silent in pause mode – conduct of capturing enemies corrected (photographs now at common intervals) – uncommon trampoline malfunction solved – minor surroundings fixes
arising – new common, secret and boss ranges ! – interface enhancements