v0.240714
-changed title size a bit.
-most menus fixed.
-main menu volume slider now works.
-restart/reload game now works.
-changed player UI position a little bit.
-added face portrait to player UI.
-added a global score count independent from player score count cause mi planing on future local coop multiplayer support (4 players in the same screen), but its far, still in very early dev stage.
-now energy bar from player UI works, you can fill it by knocking out slimes, or by charging power (ranged + interact buttons).
-added options menu to the pause menu.
-now you can go back from menus by pressing cancel button.
-now “ultras” powers cost energy, still need to retouch the energy cost and even the damage amount of each attack.
-now can jump and dash infinite when on climbing walls and ladders, and climbing animation wont change.
-minor changes to platform and coin positions.
-added sfx when start flying, checkpoints, portals, fall zones, bouncy platforms and boost platforms.
-retouched some sfx to 3d space and change the audio listener from camera to the player.
-added lowpass sfx to underwater(sadly webgl doesn't support audio mixer filters).
-now background music get paused when on pause instead of just mute volume.
-now there's background music with lower volume when in end zone.
-retouched some particles (added more vfx to portals, wind zones, and increased size dust when running and wall sliding).
-changed dash, portals and checkpoints vfx.
-added vfx to stomp and jump actions, and to “powers” of melee and ranged attacks.
-did some overhaul changes to vfx, supposed “bright” particles are now unlit so they keep the same brightness level all the time and are not affected by ambient light and shadows.
-fixed torches overlapping platforms.
-retouched fireworks and ambient stars particle size.
-optimized most of particles fx used.
-increased CRT scan-lines.
-removed haptics for now on main menu fireworks
-retouched some animations.
-added an animation loop for when idle, main menu and end zone.
-retouched idle and taunt animations.
-now character will dance on score screen.
-changed the underwater dash animation to the swim animation so character doesn't open mouth underwater, still open it up when attacking but i don't want to do underwater animations for each attack.
-added more animations to those special moves (dragon punch, hadoken, etc).
-now you can grab to roofs, but not sure if this will brake platforming fun.
-did some changes so the gnomids at the end zone could face different directions, but now there is one less character, cause accidentally deleted them all and had to do them again, and didn't want to waste more time in doing all of them again(maybe when multiplayer is ready), and now they may look a bit different from before.
-changed character “leather” shoulders to “cloth” shoulders.
-fixed issue when more than one object at the same time fall in to the void and only 1 got re-spawned.
-fixed issue when shoot and ball changed position if player changed face direction.
-fixed sprite overlap between player character and npc characters in end zone.
-removed the time and sound freeze on end zone.
-fixed issue when attacking npc wont get hurt.
-fixed a void zone close to the ice platforms not teleporting you to the checkpoint when falling.
-did lot of retouches to overhaul scripts.
-uploaded windows x86 version.
here’s a video:
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gnoMeMania
2d platformer with gnomes
Status | In development |
Author | gnoMadgnoMod |
Genre | Platformer, Action |
Tags | 2D, Arcade, Fantasy, gnomes, Short, Side Scroller, Speedrun |
Languages | English |
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