v0.240818
-added character select screen.
-added local multiplayer.
-camera will follow highest score (starting with player1).
-removed the camera zoom looping with select button, now camera will zoom automatically.
-select button now gives player a character select mini menu in the UI.
-added “press button” flashing text for inactive players.
-now players can pull and push other players and npcs.
-again player can dash pulling objects, added a new animation for do it blackguard, but i can barely see the difference.
-now knockout counter in the player-UI will count lives rater than deaths, and added maximum of 3 lives.
-now player be ko if fall to the void.
-there are spawn points inside the camera to be used in multiplayer.
-now if player get out of lives playing multiplayer, will gonna re-spawn until other player reaches a checkpoint.
-now player gonna get ko if you get out of camera for 3 seconds.
-fixed the issue with the camera turning in to a black screen after going back to main menu from the level complete screen.
-fixed the issue with the background going all to the left after restarting the game.
-fixed the empty space at the end of the levels, the tiles where too much to the right.
-changed again the “are you sure” text for “exit?”, “quit?” and so on…
-changed the way ground detection works to avoid sometimes being on ground but detected as not on ground.
-changed the way the checkpoints, respawners and the teleporters work, before all that checkpoint stuff was saved in the player controller because it was single player game, but now that it is a multiplayer everything is saved in the gamecontroller, before teleporters detected players one at a time and teleport them one at a time, now is the player who detect the teleporter so now every player can teleport wherever they want even if another player is teleporting at the same time.
-changed the way hidden zones work, before if more than one player entered the zone, if one exit the zone went hidden again with other players inside, now will remain unhidden until everyone is out.
-changed the way oneway platforms dropdown work, cause before the collision layers between player and oneway platforms got deactivated and for single player was ok, but for multiplayer every other player got that collision layer deactivated too, now instead each individual player deactivate its own collider for a fraction of time to make the dropdown.
-sometimes unity physics got bugged and there are times player got stuck between tilemaps, before already added a spawner inside those noticed zones, but forgot to remove the damage inflicted, now player will not get damage for glitching in to those zones.
-increased the range for the zoomed out camera.
-now energy bar will flash at full, and health bar will flash at low (lower than 20%)
-added new animations for running backwards and running backwards before flying, also for hurt and ko states, but haven't mess around with npc ai yet so they are not gonna be visible yet.
-added a standing sliding backwards animation.
-there is now a control rebinding screen, for gamepad and for keyboard, this one it took me some time to realize. It can be accessed via options menu, in main menu and in pause menu.
-did some cosmetic changes to main menu, now background color and main light change at the beat of the music, added confetti, ambient fog, 3 more random characters and one more firework.
-fixed the issue where pausing the game opened the menu but didn't freeze the time.
-fixed the issue where pausing the game and entering some sub-menu then unpause leaved the sub-menu open.
-fixed the “are you sHure” text xD English is not my native language, sorry.
-retouched the position of buttons and texts in UI.
-added post-processing toggle on screen options (main menu and pause menu).
-added crt-fx toggle on screen options(main menu and pause menu).
-added color to highlight the drop-down menus in screen options, and changed the font and size font.
-now dancing loop not gonna repeat same animation one after the other.
-added culling to animations to increase performance a bit.
-fixed the issue where you cant cause damage with melee attacks.
-adjusted some stats (damage and speeds).
-did lot of changes to code trying to optimize it, and because of the character select screen and local multiplayer, broke the game and took me 2 weeks to fix it. whit all the new features there gonna be a lot of new bugs on the new ones and on the older ones.
-the crash on the main menu of webgl version using keyboard as first player is still happening, but if the first mapping detected is a gamepad the crash wont happen.
here's a video:
Files
Get gnoMe x gnoMe Dungeon Platformer
gnoMe x gnoMe Dungeon Platformer
2d platformer with gnomes
Status | In development |
Author | gnoMadgnoMod |
Genre | Platformer, Action |
Tags | 2D, Arcade, Fantasy, gnomes, Short, Side Scroller, Speedrun |
Languages | English |
Leave a comment
Log in with itch.io to leave a comment.