It doesn’t seem like the elevator does a collision check for when you exit the cave. Essentially, if you press up while exiting the cave, you cannot move, even after deleting the elevator, soft-locking the game.
Another bug I found is that when you place a ‘large’ structure between elevated terrain and a platform, the game refuses to allow you to place it. Also, you cannot place another platform above the first habitat wall at the entrance to the cave.
I don’t know if anyone else has reported this bug, but here it is so that when switching characters, the textures for the platforms and habitat walls seem to ‘phase’ into each other or a texture for a building gets hidden behind the wall’s texture.
Also, an idea with the new characters. So through my playthrough of the game, I realised that you can pretty much just make your way through the game without using any of the other characters. That’s why I thought, why not add some structures or an ‘improved’ version of the current structures for mid and late-game that only a certain character can research and build, letting the player use the selection of other characters?
The main thing is that I hope you can get the save system finished, as that will definitely be a helping hand when it comes to making something and continuing what you’re doing with tight time constraints.
I’ve been given the okay by Chubberdy to go ahead and try my hand at spriting the old Mechanic! Right now there’s no guarantee it’ll make it into the final game (and if it doesn’t, I can just release it as a custom skin instead), but here’s what I’ve got so far!
Chubberdy mentioned having trouble getting animations to look good at higher weight stages, so I decided to start at the maximum size so that I have a better idea of what size/shape I’m aiming for with the other sizes. The idea here is that the stored energy is much more heavily focused on Mechanic’s belly for whatever reason (probably the difference in anatomy between the two species) and he ends up basically having to push it along the ground, causing the lump of fat to shift inwards and upwards.
This gif switches between one of the standing frames and one of the “”“running”“” frames so that you can see the difference in shape. I’m not sure if it’s too much distortion or not, I think it looks good but obviously I don’t have a good frame of reference for what’s realistic here, so I’m open to feedback and/or suggestions.
Also, no markings on the suit yet since it’s a WIP sprite. When I finish the final version, it’ll be updated to match the Spacethumper 2 palette and have the lines and the belt and everything.
Rough lines done for the full WG sequence. All I need to do is make the lineart less bad, refine any shapes that look wonky, add the suit details, and then I’ll have the base sprites for standing!
Stages 1-3 are entirely Chubberdy’s work, from some WIP files they generously lent me. (before you ask, NO i will not share them since they’re not mine to give out. please don’t bug chubberdy about them either) There might be one or two pixels changed here and there, but barely enough to call it an edit. Stages 4-6 are mostly Chubberdy’s work, with some bits rearranged and re-traced to better fit my stage 13 proportions. Stages 7-13 are from me, with only the head being traced from the original sprite. This is my first time making a proper WG sequence, so PLEASE let me know if anything looks off.
(specifically @Chubberdy if you have any feedback so far let me know, it’s your game after all)
I dont know if it was a bug or just on my end, but if you’re using the elevator and the elevator got destroyed in the process, you cant move after that.
You should join the discord. Updates with change logs get added their first before being moved to the forum. An update is on the discord that got added two days ago mentioning that saving is now implementing. I haven’t personally tried it yet tho
Reactors no longer use up crystals while game is paused
Drone now stays at fixed height to stop it from floating away when gaining/losing weight
Decreased fuel consumption rate for fusion reactors
Elevator being destroyed while riding it no longer softlocks game
Being in a building’s menu while it’s destroyed no longer crashes game
Player becoming too fat/hanging off the edge of the elevator while it’s moving now forces elevator to move down to nearest floor
Hopefully fixed the issue with the check support script crashing the game, was unable to recreate this bug myself
Buildings are now placed on correct layer when loading areas
Implemented adaptive music
-----V0.3.0
Fixed several issues with elevator audio inconsistency
There is now a title/main menu screen
Saving implemented
Solar panels no longer work in areas shaded by terrain
Building in cave disabled
Resources must now be on screen to be mined with drone
Fixed issue with reactors crashing the game
-----V0.3.1
Build menu can no longer be opened on title screen
No more softlock in title screen advanced audio settings
Menu toggles now change properly on click instead of setting option on first click and confirming on second
Drones no longer stay at level above player when moving downward
Fixed support checking script, buildings can now be built on reinforced platforms and hab walls simultaneously/size 2 and larger buildings no longer destroyed when upgrading reinforced platforms beneath them
Enemy spawn timer no longer advances on title screen and in cave
Energy can no longer be gained/lost in cave
53N no longer moves when game is paused
Game time saved properly (not visible but controls enemy spawns)
The bobbing of the drone is somehow interfering with it using the laser. It only shoots for half a second, then stops while it bobs up and down, then starts again, then stops, etc.
Are you out of energy? I tested it out and it looks like the pattern that you get when trying to fire with only the passive energy income supplying you matches up pretty close with the drone bobbing.
I’m really tired of having to destroy everything I’ve built just to move it all one space to the left every time I get a new upgrade. Can we just get a ‘move building’ ability? Like even if you have to upgrade a bunch to get it, it would make it a lot less tedious to expand your base.