5 extra playable ranges and a brand new kind of enemy
changelog : – 5 extra playable ranges (69 in complete) – some ranges modified – new kind of enemy (world 7) – partial code refactoring (level-linked actions) – expertise calculation modified (explored ranges as a substitute of accomplished ones) – simplified enemy timber (collisions, detections) – world/recreation stats : format modified, variety of explored stage added – sq. miniboss : collision mud added – new functionalities in developer mode and major world script – stage recordsdata renamed and numbered – some sprites reworked – new thanks
fixes : – proceed menu : music stopped when getting into code menu – 4th boss : blinking stopped if useless – projectile stopped by brittle block – out there cash in present world explored ranges corrected (developer mode) – Hop : mud all the time on the suitable aspect when colliding a wall – inexperienced laser : coloration 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 if you happen to 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 objective is to launch an entire model of the sport by the top of this 12 months so all feedback are treasured !
changelog : – 6 extra playable ranges (78 in complete) – 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 screen – many sprites retouched – sound changes – extra knowledge displayed in developer mode
fastened : – shifting enemies in stage 65 ! – no extra remaining mud in abstract display screen – ASTHALIS time corrected on the finish of a world if secret world unlocked – pannel changed in a secret zone – a number of sound fixes – no pause/resume messages in customary mode
Here’s BETA 21 model of Hop!2D (see hyperlinks within the first put up )
BETA 21 is one other huge replace with a brand new coaching mode (limitless power for the primary ranges of the sport), a brand new boss, new ranges, boss harm 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 top of the 12 months and future releases will solely take care of doable remaining bugs.
changelog – 4 new playable ranges – new coaching mode with limitless power – detection containers 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 harm saved if restarting the extent – 1 boss modified – 1 enemy habits modified – seen Hop’s trajectory – CODE selection added in CONTINUE menu – HELP menu prolonged – post-victory stage 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 pace no extra linked to FPS – some sounds stopped in mute mode (presentation, godotron, reptis) – lighter blue coloration for teleporters/switches/lasers – small visible fixes – forgotten thanks added
arising – new common, secret and boss ranges ! – new varieties 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 sudden) 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 way in which, now you can attain a brand new secret world if you happen to look in crannies and nooks…
changelog – swap to Godot 3.5 – 3 new playable ranges (84 in complete) – many ranges reworked – entry to a brand new secret world purposeful – Hop’s spaceship seen at first of every world – new visible results (shifting arrows) – “boss key” project modified (shift key) – code modified and longer damage state for bosses – hazard collision masks lowered (lasers) – full bonus evaluate – many sprites reworked and new ones (reinforcements, surroundings) – extra sound results (fireplace, 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 – demise of boss 2 corrected (body, shock) – Hop’s temper modified in CONTINUE menu – Hop’s excessive ranks corrected – sign translated into english in stage 5 – minor surroundings fixes
arising – new common, secret and boss ranges ! – new varieties 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 completely different (type 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 recreation) – 1 secret world full – many ranges modified (80% fastened) – 1 new boss – 1 new kind of enemy – 2 enemy behaviors prolonged – pc screens added and improved – cash eliminated in coaching mode (ineffective !) – lifebars with distinctive variable coloration – laser state visible reminder added – some parts dropped at foreground – expertise rounded as much as the subsequent % – 2D sounds for followers – “boss key” project modified (ctrl key) – 2D digicam all the time lively (scrolling) – HELP menu overhaul (textual content, animation) – some scene recordsdata renamed and reorganised – some sprites reworked or grouped (shifting platforms, surroundings) – ASTHALIS’s instances 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 – demise of boss 2 corrected (body, shock) – Hop’s temper modified in CONTINUE menu – Hop’s excessive ranks corrected – sign translated into english in stage 5 – minor surroundings fixes
arising – further per-level recreation saving system – new common, secret and boss ranges !