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Asthalis


(hyperlinks up to date in first publish)

Hello, everybody  

Here’s the most recent BETA 18 model of Hop! 2D

5 extra playable ranges and a brand new sort of enemy  Grin

changelog :
– 5 extra playable ranges (69 in whole)
– some ranges modified
– new sort 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/recreation stats : structure modified, variety of explored degree added
– sq. miniboss : collision mud added
– new functionalities in developer mode and most important international script
– degree information renamed and numbered
– some sprites reworked
– new thanks

fixes :
– proceed menu : music stopped when coming into code menu
– 4th boss : blinking stopped if lifeless
– projectile stopped by brittle block
– obtainable cash in present world explored ranges corrected (developer mode)
– Hop : mud at all times on the best aspect when colliding a wall
– inexperienced laser : coloration corrected
– no extra preliminary parasitic vertical scrolling in secret zones

developing :
– seventh boss
– extra ranges

As at all times, suggestions is welcome, new testers can have their names added to subsequent releases’ thanks part Wink


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Asthalis


(first publish up to date)

Hello everybody  

Here’s BETA 20 model of Hop!2D when you really feel like making an attempt it (see hyperlinks within the first publish Wink)

This new model brings extra ranges, extra sound results, a brand new sort of enemy and much more to find. My purpose 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 whole)
– many ranges retouched (surroundings)
– 1 new sort of enemy (supercyclus)
– further 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 knowledge displayed in developer mode

mounted :
– 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
– a couple of sound fixes
– no pause/resume messages in normal mode

developing :
– boss ranges !


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Asthalis


(first publish up to date)

Hello everybody  

Here’s BETA 21 model of Hop!2D (see hyperlinks within the first publish Wink)

BETA 21 is one other large 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 whole model of the sport will probably be prepared by the top 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, greater for bonuses)
– 1 new boss
– 1 new sort of enemy
– 1 new mechanism
– secret codes assessment
– boss code rewritten with injury 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 degree on progress !
– many ranges modified (decrease problem, 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 mounted
– at all times 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 coloration for teleporters/switches/lasers
– small visible fixes
– forgotten thanks added

developing
– new common, secret and boss ranges !
– new forms of enemies


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Asthalis


(first publish up to date)

Hello everybody  

Here’s BETA 22 model of Hop!2D (see hyperlinks within the first publish Wink)

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 have been noticed because of suggestions I had about beta 21 model, apparent adjustments have been made (Hop’s ship is seen on the finish of every world, tip arrows now transfer) and, in fact, new ranges have been added. By the way in which, now you can attain a brand new secret world when you look in crannies and nooks…

changelog
– swap to Godot 3.5
– 3 new playable ranges (84 in whole)
– many ranges reworked
– entry to a brand new secret world useful
– Hop’s spaceship seen at first of every world
– new visible results (shifting arrows)
– “boss key” task modified (shift key)
– code modified and longer harm state for bosses
– hazard collision masks decreased (lasers)
– full bonus assessment
– many sprites reworked and new ones (reinforcements, surroundings)
– further sound results (fireplace, shifting platforms, idol)
– minor show modifications
– sound changes
– new thanks
– new functionalities in developer mode

bugs mounted
– no crash if Hop dies after boss 7 dies
– boss 5 assault now useful
– demise 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

developing
– new common, secret and boss ranges !
– new forms of enemies


Logged

Asthalis


(first publish up to date)

Hello everybody  

Here’s BETA 23 model of Hop!2D (see hyperlinks within the first publish Wink)

In this new replace, a lot of the work was about new ranges and linked options (6 new ranges, 1 secret world now full, 1 new boss, 1 new enemy sort). I additionally did some sprucing within the code and I feel that 80% of already constructed ranges will not change anymore. Among apparent modifications, lifebars look a bit completely 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 properly 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% mounted)
– 1 new boss
– 1 new sort 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 delivered to foreground
– expertise rounded as much as the following %
– 2D sounds for followers
– “boss key” task modified (ctrl key)
– 2D digicam at all times energetic (scrolling)
– HELP menu overhaul (textual content, animation)
– some scene information 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 information deleted

bugs mounted
– no crash if Hop dies after boss 7 dies
– boss 5 assault now useful
– demise 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

developing
– additional per-level recreation saving system
– new common, secret and boss ranges !


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