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

4h 34m 10s logged

I’ve finished the two goals I wanted to do in the last devlog. After 4 and a half hours that felt way too long.


The two goals I’ve discussed last devlog were:

  • Adding the visual that changes when the character gets tired
    • The visual below is the inverse, when the character has a lot of adrenaline and is going faster than normal
  • Fixing the coyote time and double jump bug

The first one took around an hour, which made sense since I never learned shaders before making it for the border.

The second one, however, took 3 hours and 30 minutes and I still don’t really know how I solved it.

(Sorry for so much bold text, it’s the only way to separate paragraphs that I know)


1. The Visual/Vignette

Overall, the main problem wasn’t with the visual, but with making the visual a smooth transition from dark to light. When using an item, I wanted it to transition from black to white smoothly rather than being instantaneous. The main problem was using a while loop.

While loops can be helpful, however they run during a single frame in the function I was attempting to use in Godot. It also crashed my program. If you ever need to make a transition like this, I would recommend against a while loop because of what happened, unless you’re stubborn and don’t know much about other loops like me.

I put the loop within a separate function with a timer in it to fix this problem, and it works great now! I think that’s all I’ll do for that, and that is also theoretically the hardest part of the entire game since I needed to learn many things for that. It still took a lot less time compared to


2. The Double Jump Bug

This was very strange and was there since I had implemented coyote time into the game. For those unaware with game design, coyote time is extra walking time when moving off of a platform, making jumps more lenient and making it feel less like the game is unfair when failing a jump.

The problem was when jumping during this small coyote time, it would make an ultra jump and prevent the player from using their double jump. This was super unintentional and made the game much more difficult when testing out the level.

It took a very long time, but I added an extra timer, completely revamped my system with double jump (changing it from a boolean to an integer that counts the number of jumps you took), and added ANOTHER boolean that would help count when double jumps were used. It took a long time, with so much trial and error, but I was finally able to figure it out after around 3 days of thinking and attempting. I had to take many breaks in between because of how frustrated I was with this.

For now, I’m happy it’s finally completed, and I will no longer touch this code in fear something will break again unless it’s absolutely necessary.


My Remaining Goals:

  • Make a background and get visuals for the items
  • Revamp design of main character
  • Make a main menu
  • Add a death screen and make level 1 harder/change it into a tutorial

Overall, I doubt these goals will take over 5 hours combined unless something else comes up. These issues took a long time, and I believe the next longest thing will be the art as I am not that great with art if you couldn’t tell with the screenshots.

I may decide to add cutscenes in order to learn more about Godot, but that depends how long the other goals take. See you in the next devlog, and I hope it will come out sooner than this one.

0
1

Comments 0

No comments yet. Be the first!