new main menu
new main menu
Added footstep noises and magnet ambient noise (AKA aeromagnetism ASMR)
started working on wide tree, and added the fade in/out for the foreground graphic
zip line
All I did was design more level this week so heres some plans i have for stage select: The music is a simple loop but the lead plays the main motif from the stage you are hovering over (example features stages 1 and 2)
I LOVE QUICKTIME EVENTS
New alternate spring that disables your input briefly so you have more leniency when turning around
New break point magnet shader ( the final color will be blue to imply that the magnet has the opposite polarity to koiku, and will thus attract him, but the backround is blue soooo)
messing with more layer switching and rotational magnets in level design
We've decided (and by that i mean that i just declared) that music for the platformer stages will emulate the style of various retro games. Here is the city platformer theme that mimics the style of Mega Man X.
New thingy where if you are moving fast and jump off it you go real fast (im really good at game design if you didnt notice)
Added one way platforms (I know godot has a default option for this but it took SO long with my custom physics)
"Made more level progress" would not be a particularly interesting game update this week, so I covered Black Knife by Toby Fox in the style of Aeromagnetism. I have many more covers planned for weekly updates so stay tuned. youtu.be/SFou-ifJNNM
More SFX, Level assets, and mostly finalized gameplay style
basic enemy framework (this week was supposed to be a cool 3D model reveal but im too dumb for blender)
new custom camera system (intro segment as an example)
New triple loop intro for the new 1st level (I WAS SO BUSY THIS WEEK IM SORRY ASKJMN#ERDMNVCM<>)
New end level sequence (I've yet to think of something cooler than a sign to end the level with)
sliding down and running off slopes now fully function with magnets. Now that magnet physics are mostly complete, I can start working on cooler stuff (like an ost demo :o)
Magnets now are mostly omnidirectional and work around circles.
added grind rails (this will make more sense in context of the level lol)
added big tree with a cool vine that you can run down (this is very cool)
Fixed up tilemap to path based terrain collisions and added more level design (sorry this update is lame I was sick this week)
New magnet rotation and ceiling collision (you stick to ceiling when magnets push you into them)
New vine-like terrain that can be placed anywhere via a path 2D. (also I really like the song I made for this)
New intro animation w/ WIP graphics obviously. My dumbass was abt to show off the level select progress but thats spoilers for every single location of the game so heres this.
New speed effects (purple trail + speed lines) and a speedometer.
Ground dash thingy to build speed fast and take out grounded enemies. (I have NO idea what the in universe reason koiku can do this is)