You are browsing as a guest. Sign up (or log in) to start making projects!

late-parrot

@late-parrot

Joined June 2nd, 2026

  • 5Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
Open comments for this post

1h 28m 55s logged

Added a title screen and polished some of the transitions

The title screen really helps tie the game together, and makes it feel much more like a real game. I found two fonts on Itch to use for my game—Chonkly and 3x3 Mono. Both are CC0, and I’ve yet to use 3x3 Mono, but I might use it for smaller text later.

The transition between levels and when you die and the level resets both looked pretty bad, flashing a gray screen and looking quite jittery. I hunted around a bit for the source of the problem, and eventually discovered that it was due to my camera’s position smoothing. I fixed this by calling reset_smoothing() in the relevant places.

All in all, this really made the game feel more complete, and I’m really happy with where it’s going. In the future, I need to add more levels and the mechanics that go with those. If I have a large number of levels, I may also need a level select menu.

Added a title screen and polished some of the transitions

The title screen really helps tie the game together, and makes it feel much more like a real game. I found two fonts on Itch to use for my game—Chonkly and 3x3 Mono. Both are CC0, and I’ve yet to use 3x3 Mono, but I might use it for smaller text later.

The transition between levels and when you die and the level resets both looked pretty bad, flashing a gray screen and looking quite jittery. I hunted around a bit for the source of the problem, and eventually discovered that it was due to my camera’s position smoothing. I fixed this by calling reset_smoothing() in the relevant places.

All in all, this really made the game feel more complete, and I’m really happy with where it’s going. In the future, I need to add more levels and the mechanics that go with those. If I have a large number of levels, I may also need a level select menu.

Replying to @late-parrot

0
3
Open comments for this post

51m 4s logged

Added a level system with loading and transitions

Touching the goal blocks will now trigger a transition to the next level, and to test out this system, I developed two new levels for a total of three.

I decided to dynamically load level scenes by looking for scenes/levels/0.tscn, scenes/levels/1.tscn, etc. This system worked well, but when reaching the goal for the next level, it would try to load a nonexistent file and crash. I fixed this by calling a win() function instead of loading a level file when the file cannot be found.

Next, I plan to add a few more levels, or maybe work on some of the main UI. The newer levels will introduce other special blocks and mechanics.

Added a level system with loading and transitions

Touching the goal blocks will now trigger a transition to the next level, and to test out this system, I developed two new levels for a total of three.

I decided to dynamically load level scenes by looking for scenes/levels/0.tscn, scenes/levels/1.tscn, etc. This system worked well, but when reaching the goal for the next level, it would try to load a nonexistent file and crash. I fixed this by calling a win() function instead of loading a level file when the file cannot be found.

Next, I plan to add a few more levels, or maybe work on some of the main UI. The newer levels will introduce other special blocks and mechanics.

Replying to @late-parrot

0
2
Open comments for this post

1h 28m 31s logged

Added sticky blocks

These blocks are the first of several that I plan to add in order to make the game more interesting and make for better levels. Whenever you run into a sticky block, you snap to its position and stop moving, while the level continues to rotate. Once stuck, you can launch yourself in any direction by pressing that key.

I decided to add these because I thought it would be cool to have levels where you launch yourself through a large number of sticky blocks, and they add a method of transportation other than the basic rolling and jumping.

I’m thinking about ideas for other blocks, and as soon as I have a few I’ll start to build some levels.

Added sticky blocks

These blocks are the first of several that I plan to add in order to make the game more interesting and make for better levels. Whenever you run into a sticky block, you snap to its position and stop moving, while the level continues to rotate. Once stuck, you can launch yourself in any direction by pressing that key.

I decided to add these because I thought it would be cool to have levels where you launch yourself through a large number of sticky blocks, and they add a method of transportation other than the basic rolling and jumping.

I’m thinking about ideas for other blocks, and as soon as I have a few I’ll start to build some levels.

Replying to @late-parrot

0
1
Open comments for this post

1h 52m 17s logged

Completed the basic mechanics such as the rotating level, rolling, and jumping

I had to go through several different iterations to get the rotation to work—at first I tried to rotate the player and have gravity change with them. I thought that this would eliminate issues with collisions, but it turns out this was the wrong approach. Then I tried rotating the level, and this had the problems I expected—the player constantly phased through the walls of the level and didn’t move very well. Finally I decided to use a rigid body for the player, which worked, but meant I had to use forces and torques instead of the kinds of movement I was used to. Eventually I got everything to work and I’m happy with the result.

For this prototype I used very simple art and a pixelation shader that I modified from one of my other projects, but I think it actually turned out looking pretty good, so I might keep it.

Next I plan to get some levels prototyped and some of my secondary mechanics developed. Hopefully after this I’ll have something good enough to post on Itch.

Completed the basic mechanics such as the rotating level, rolling, and jumping

I had to go through several different iterations to get the rotation to work—at first I tried to rotate the player and have gravity change with them. I thought that this would eliminate issues with collisions, but it turns out this was the wrong approach. Then I tried rotating the level, and this had the problems I expected—the player constantly phased through the walls of the level and didn’t move very well. Finally I decided to use a rigid body for the player, which worked, but meant I had to use forces and torques instead of the kinds of movement I was used to. Eventually I got everything to work and I’m happy with the result.

For this prototype I used very simple art and a pixelation shader that I modified from one of my other projects, but I think it actually turned out looking pretty good, so I might keep it.

Next I plan to get some levels prototyped and some of my secondary mechanics developed. Hopefully after this I’ll have something good enough to post on Itch.

Replying to @late-parrot

0
1
Open comments for this post

1h 20m 43s logged

Basic movement and tileset

I implemented a simple movement system based off of a previous game, and set up a tileset so that I could build and test levels.

I Also added some CC0 assets for testing purposes (I’ll change the assets later–I don’t really think they fit the style I’m going for) and set up the Hackatime extension. No actual gameplay mechanics yet, but I’ll do some testing and create some soon.

I’m planning to implement sets of rules that change for each run, and the player will have to figure out how the rules work in order to progress and complete the run.

Basic movement and tileset

I implemented a simple movement system based off of a previous game, and set up a tileset so that I could build and test levels.

I Also added some CC0 assets for testing purposes (I’ll change the assets later–I don’t really think they fit the style I’m going for) and set up the Hackatime extension. No actual gameplay mechanics yet, but I’ll do some testing and create some soon.

I’m planning to implement sets of rules that change for each run, and the player will have to figure out how the rules work in order to progress and complete the run.

Replying to @late-parrot

0
4

Followers

Loading…