v0.250616


-redid all background music.
-redid levels and added more.
-did some changes in to level select screen, character select and difficult menu.
-in order to try to fix the resolution dropdown menu, limited the resolutions to just the more commercial ones(480, 720, 1080, 1440, 2160, 2880 & 4320).
-changed positions on most ui menus.
-did some changes in code to fit player ui and in game ui to different screen sizes.
-removed some quality options and leaved only 3(low, medium and high).
-fixed the time counter not flashing red while lower than 30s.
-now background music will go faster when in the 30s margin, and will go slower if time’s up.
-did changes on level select screen(levels are unlockables now).
-added more characters, to start testing with 4 different characters, right now they’re almost the same.
-did changes on character select screen(character names will appear, also the name of what you are gonna edit).
-fixed an issue with characters start blobbing on character select screen after some time.
-bringed back normal maps on player, for some reason I cant remember I had them deactivated.
-added diagonals melee attacks with their respective animations again.
-fixed issue where stomp wont cancel under water.
-changed the water and lava shaders.
-removed light sources from the background and foreground parallax pillars, cause i’ve read it hurts performance to have so many moving lights, and to be fair, it doesn’t even matter, game looks almost the same without them.
-added a damage pop up numbers, also a pop up healthbar for npcs.
-npcs will jump on edge instead of just fall.
-change npcs classes/types to be just 6 different configs, each one on different color.
-different characters have different buff and can buff other players(this already was in the code, but had an error and for some reason neither unity or visual studio trowed me error, but finally notice it and fixed it).
-removed the energy charge when connecting a hit(melee or ranged), to not make buff charge and potions irrelevant.
-changed difficulty damages(easy*=0.5, normal*=1, hard*=2)
-did some changes on character sprites.
-did some changes on dropdown cancel, instead of cancel when just on ground, now have also have to unhold down.
-removed friendly fire between players.
-reduced the hover time to avoid flying through all the level.
-added potion power ups for multiple projectile and automatic range attack
-increased size of projectiles.
-changed projectiles fx.
-fixed layer issue with background torches.
-breakable blocks now can have loot.
-interactive objects like keys, boxes, potions, coins and gems, will respawn to their original position if fall in to the void.
-tried to simplify controls by removing special(hold) attacks.
-now hold buff will buff a bit different stats(depends on character) but increased cooldown.
-changed the way moving platforms work.
-changed the way moving traps work.
-now the selected button on level complete scene is next button.
-did some changes on how ambient FX load to each level.
-start using sprite atlas, so hope it gives at least a little boost in performance.
-tried optimize code by adding some static values in player stats rater than doing unnecessary operations and lot of other micro optimize script stuff.
-changed the crt grill.

here's a video:

Files

gnoMexgnoMe-DungeonPlatformer_v0.250616_Windows_x64.zip 51 MB
16 days ago
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16 days ago

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