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Helixxed

  • 2 Devlogs
  • 5 Total hours

Helixxed is (planned) to be a "roguelike brickbreaker" where you apply genes to your ball. For example, theres a gene that causes your ball to explode when it hits a brick, which damages nearby bricks. Theres also a gene where the ball... has a fear of bricks and will move away from em??! Your run ends when you run out of shots in a round, each round having progressively stronger and more gimmicky layouts. This game was also made for godot wild jam 94. If you are a reviewer and are reading this, let me know if thats okay plz!!

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2h 38m 29s logged

I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.

I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.

Replying to @kaplin86

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2h 3m 45s logged

First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me!

So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff.
Most of my time was actually spent trying to do a specific visual effect.

I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em.

I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program.

To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :)
Same with the fact that it isnt transparent.
I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)

First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me!

So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff.
Most of my time was actually spent trying to do a specific visual effect.

I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em.

I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program.

To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :)
Same with the fact that it isnt transparent.
I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)

Replying to @kaplin86

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