Yeah for sure, I agree with that, better to just do it right and not have to worry about it anymore. I’ll look into that method too, but my idea was just putting another collision inside the main collision that can only detect the world, and letting it do it’s thing when it’s colliding (Since in any normal instance, nothing should be able to collide with this special collision shape).
I’ll definitely look into it and see if I can figure anything out!!
Update 0.1.1, just wanted to get this out there even though it’s mostly just fixes and improvements. The biggest change is that there’s now a safety net for when the player gets stuck in a tight space while transformed, taking Omb74’s idea and using raycasts to detect opposing surfaces. It may be a little jank and I’m not sure yet if it’ll be permanent or not, but I think it gets the job done for the time being.
Summary
Added a “stuck” state, which is to prevent clipping and softlocking whenever the players collision is too big for the tight space they are in. Their collision will become skinnier, and in some cases if even the stuck state collisions are too big, the player will be revert back to base form.
Adjust a bunch of collisions, also a part of eliminating clipping.
Cannot move normally while in the AirBalloon transformation anymore, done to hopefully push the player to discovering how to move by blowing.
Bees are not as aggressive now. After being stung, there will be about 3 seconds where the bees ignore the player and float back towards the location where they were spawned.
Fixed another softlocking bug where the player will be stuck in the bump state if they bounced off walls too many times within a tight space.
There’s not very many places in level one to test the stuck state, but there are many tight spots like that in the prototype level.
I guess next I’m gonna figure some sort of capacity component for the AirBalloon transformation, maybe start working on a boss and get that act somewhat put together. As well as just dealing with whatever comes up.
Just a little progress report. I’ve implemented a capacity component, so now the inflation transformation has a limited air source, blowing now also shoots gusts of wind that it push things around. Progress has been going pretty slow though.
I was also doodling out some potential first boss ideas. I originally was going to go with a giant worm, but I felt it’d be better to go with this mole dude. I feel like he fits well with the attack patterns I came up with.
I think you could still use the worm idea, just use it in conjunction with the mole boss. It could be used as in an boss introduction animation or as a item you force feed to the boss to beat it, like Wart from SM2.
It could also be a reward for beating the boss that progresses the overworld like in Wario Land 3. You get the worm and give it to a giant bird so that it flies you to a new level like a cloud level. Similarly, beating the mole boss could unlock an underground path you could follow instead.
Oh yeah I guess I could, I might do that! Like you said, I was planning on having the worm be used to unlock another act or level, and I wasn’t quite sure how to do the same thing with a mole.
I do also really like the idea of seeing the mole eat the worm :3
I was hoping to get the mole boss done this weekend but that’s not gonna happen, it’ll be good to give it more time to cook in the oven anyways.
Speaking of the mole, I’ve made very good progress on him! His entire movement and attack patterns are working, basically the whole boss loop; and I just finished a few mockup sprites for him. You can’t tell from just the gif but this guy is HUGE!!
All I got left to do on the boss is to give him some actual attack hitboxes, and modify his hurtboxes through animations to match what state he is in. Adjust a couple variables and maybe even draw some more mockups (He still needs sprites for his bloated phase, intro and KO, although these may be put off until later since they’re not needed immediately). Hopefully he’ll be ready soon and I can get another build out there.
Meanwhile, I was thinking about when I can begin slowly easing out of the prototype phase and start making this game… more like a game. Drawing some proper sprites, polishing up certain mechanics a little bit, redoing certain things that I half-assed in a hurry, those sorts of things. I’ve thought of doing this when the first two acts are put together and feel solid, I’d just wanna make sure I’m not getting out ahead of myself. I feel like it’d really help others be more invested and help me be more motivated if I had small bits of the game look and feel a little more finished.
Anyways, there’s your weekly progress report, I’m actually excited to continue working on this boss!
I’ve also never came up with a name for the mole, he doesn’t really need one since there’s gonna be so little text in the game, but I like this character enough where I feel like he deserves one. <3
I love the idea that he’s so big that he might be leaving cave sized tunnels in the area. That and the thought that his little tail flails about when he’s trying to burrow.
honestly yeah I could see this being a really nifty idea! what if between phases of the boss they like, dug a tunnel to the next arena to fight them in that accommodates for their next phase?
If you’re looking for name suggestions for this adorable fella (I totally agree that he looks smoochable, and I wanna rub his belly something fierce) may I suggest Mountill? Obvious joke of him looking like a mountain, and tilling, usually done by digging into the ground a bit.
Aww that’s cute, I really like that name, feels very fitting! <3 I feel like it also unintentionally fits the theme of names I’ve been giving characters so far, like Goo-gal, hush-puppy, so-on.
I’ll use that name for a bit and see if it sticks! ^w^
Version 0.1.2 is out now, and there’s a big beautiful baddie waiting for you!! ;3
Biggest highlight is that an entire boss battle has been added to the game, Mountill! He’s obviously lacking some sprites, especially for his fatter phase, but the actual boss fight is mostly there.
Summary
A new boss has been added, Mountill, thus wrapping up Act 1
The inflation transformation now has a capacity component, and blowing will shoot out gusts of air and drain your capacity, deflating you until you turn back to normal
Added an auto projectile attack, for the inflation transformations blowing and one of Mountill’s attacks
Made a lot of small adjustments to how attackboxes and hitboxes interact, mainly to deal with a lot of issues that were made more apparent while working on the boss
Patched out an issue with transferring the player camera back and forth between transformed states, as most of the time the camera couldn’t be found and would cause problems
Slightly tweaked level design to require the player to use different parts of their moveset, at least for the path to Act 1
The RUSH attack state now has two hitboxes for each side instead of one big hitbox, which only one hitbox will be active depending on which direction you attack. This should make the rush attack feel better, and prevent being able to KO enemies from behind.
Bug fixes and stuff I may or may not have actually done
the act “your did it” star can now float down and stop at a certain distance above the ground
Now with the first two acts of the first level sloppily put together (the third act is not unlocked until later in the game, so don’t need to worry about that now), it’s either time to begin working on another level or polishing up the current level a little. I’m kinda leaning towards improving the level I’ve got so far, like I said last time, I think it’s getting close to the point to turn this project into something more than just mockup sprites and haphazardly slapped together mechanics.
I just wanna make sure whatever I do polish is already established and won’t be thrown in the trash later on, so that’s why I’m looking forward to seeing what people think of the first level, and the game as a whole, so far.
I attempted the new boss and I think he’s the right level of difficulty for a first boss. The only issue I see with him is that his rock throw attack can combo you if you get caught by it. But, this is easily avoidable if you stick to the other side of the room.
Also, I realized I never mentioned something I noticed a while ago. There’s a minor graphical bug with the spear enemies where a small black dot appears at the tail end of their sprites. I think its the tip of the spear accidentally wrapping around the sprite.
That’s good to hear, yeah I could see the rock throw attack needing the most work, I wonder if this could be fixed by making it less random, or having fewer rocks? I don’t know I’ll have to think on it.
Oh yeah that’s probably what it is, it’ll probably get fixed whenever I give it a glow-up. I think Mountill might have a few graphical goofs like that too.