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WARIONAHHHMARIO

  • 7 Devlogs
  • 5 Total hours

this is a game of rip off mario where you have to collect stars and coins and there are 5 rounds you have to beat, and also dont forget to avoid the red triangles!!

Ship #1 Pending review

I made Beyond Space, a web game built using the Godot Engine that features multiple minigames, platformer movement, and challenging obstacle courses. Getting the platformer mechanics and smooth movement working properly, especially tuning the difficulty and handling obstacles like the void gap.Getting the whole game successfully exported to the web via HTML5 and deployed online so anyone can play it right in their browser. You can play it directly in your web browser by opening the live demo link.

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16m 54s logged

Wrapping up this extensive multi-mode project has been an incredible journey of engineering, procedural design, and interface polish. Over the course of development, Beyond Space evolved from a simple concept into a feature-complete, multi-minigame arcade package built entirely on custom programmatic UI styling and dynamic game logic.Instead of relying on a cluttered scene tree packed with rigid UI nodes, the entire application relies on a robust programmatic styling framework. Using custom helper functions like button() and make_box(), buttons, panels, and headers are generated dynamically during the _draw() cycle. This ensures razor-sharp borders, smooth rounded corner radii, and precise vertical text alignment across every menu. Global settings overlays let players instantly toggle background music, adjust performance, or switch between windowed and native full-screen viewports on the fly.The core experience branches out into distinct simulation modes, each offering unique challenges and tailored progression systems. The Nebula Platformer is designed with scaled procedural maps ranging from a 6500-pixel track on Easy to a massive 9500-pixel world on Hard, featuring continuous ground topology, elevated platforms, stationary spike hazards, and moving hazards that oscillate smoothly between boundaries using linear interpolation. Meanwhile, the Meteor Dodger serves as an arcade survival challenge where players dodge continuous waves of high-speed celestial debris with spawning rates scaling aggressively by difficulty, and the Star Clicker tests precision using targets calculated via procedural trigonometry.Transitioning between screens is handled through immersive briefing interfaces that outline explicit rules, control schematics, and difficulty configurations before launch. Once active, the sleek heads-up display tracks lives, current scores, high scores, and running timers without breaking immersion. When runs end, mode-specific failure screens provide detailed breakdown statistics, survival tips, and instant retries.Data persistence is handled seamlessly via file-based high-score systems split across difficulty save paths, with dedicated reset functions built right into the main menu. Finally, rigorous cross-platform input verification ensures that desktop mouse clicks and mobile touch inputs operate flawlessly alongside embedded touch UI elements. From the initial menu architecture to the final polish on gameplay mechanics, Beyond Space stands as a robust, fully realized indie package ready for deployment!

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43m 31s logged

Today’s development shifted away from platforming to build out the high intensity survival mechanics and failure screen for the Meteor Dodger mode. As shown during active gameplay, the screen drops a continuous wave of orange celestial debris from the procedural starfield while the player’s ship maneuvers near the bottom to stay alive, tracked by a real time HUD displaying remaining lives, score, high score, and a running survival timer. Expanding on this loop required balancing rapid spawn intervals with precise collision boundaries to keep the frantic arcade pacing engaging from start to finish. When an impact inevitably happens, the custom game over screen triggers a “Catastrophic Impact - Ship Destroyed” warning, complete with a custom wreckage graphic, a breakdown of your survival score versus your personal best, helpful evasion tips, and clean navigational buttons to jump back into difficulty selection or head straight to the main menu.

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39m 8s logged

Today’s development was all about polishing the mission briefing screen and the live heads-up display for the Nebula Platformer mode in Beyond Space. Before diving into a run, players are greeted with a clean briefing interface that clearly lays out the mission objectives, controls, and current stats like their active difficulty and high score. Once the game starts, the HUD takes over to track your remaining lives, current score, high score, and a ticking timer so you always know where you stand. Behind the scenes, the game’s procedural engine draws everything on the fly, from the solid ground and floating platforms to the collectible coins and sharp hazard spikes scattered across the screen.Building out these interface layers required careful attention to balancing player feedback with atmospheric immersion. The briefing screen acts as a vital bridge between the menu systems and active gameplay, ensuring that players understand the precise rules and input methods required before facing the rigors of higher difficulties. Meanwhile, the real-time HUD is engineered to remain sleek and non-intrusive while providing constant telemetry on player performance, keeping the tension high as the countdown timer ticks down. By combining these informative overlays with procedural rendering, every session feels responsive, transparent, and tightly integrated from the moment you hit start.

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29m 27s logged

The Nebula Platformer serves as the flagship gameplay experience of the project, combining exploration, precise platforming, and hazard evasion. Building a fully functional, responsive side-scrolling platformer entirely through procedural drawing routines and custom 2D vector math presented a fascinating engineering challenge.We programmed custom movement physics complete with velocity smoothing, acceleration curves, gravity application, and reliable ground detection handled via is_on_ground(). The player ship responds intuitively to traditional keyboard inputs—such as A and D or the Left and Right Arrow keys for lateral momentum—while Space, W, and Up Arrow govern vertical jumps. To keep the action centered and provide players with adequate foresight, a smooth camera tracking algorithm was implemented:camera_x=clamp(player.x−350.0,0.0,goal_x−W+100)This calculation anchors the viewport fluidly to the player’s progression as they traverse massive stage lengths spanning up to 9500 pixels on hard difficulty.

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32m 58s logged

An arcade game relies heavily on replayability, and nothing drives replay value quite like tracking and shattering personal best scores. To achieve this, we designed a sophisticated multi-tiered file persistence system leveraging Godot’s built-in FileAccess class to store player achievements securely on disk.Because Beyond Space features three completely separate minigames (Nebula Platformer, Meteor Dodger, and Star Clicker), each coupled with three distinct difficulty tiers (easy, medium, and hard), high scores must be strictly isolated to prevent data overlap. We established dynamic path formatting using unique save strings structured around the specific minigame and difficulty parameters:$$SAVE_PATH = user://beyond_space_hs_[minigame]_[difficulty].save$$Core utility functions including load_high_score(), save_high_score(), and reset_high_scores() ensure that player progression is safely written to the user directory and instantly updated across the HUD whenever a new high score threshold is crossed during active gameplay sessions.

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59m 39s logged

Consistency and visual polish are critical when packing multiple distinct gameplay modes and navigation screens into a single, cohesive application package. In this iteration, we engineered a comprehensive programmatic UI styling framework utilizing custom StyleBoxFlat instances generated entirely through code.Instead of cluttering the scene tree with dozens of individual UI nodes, layout containers, and texture rects, the game constructs interactive buttons, headers, and framing panels dynamically on the fly during the _draw() cycle. Reusable helper functions like button() and make_box() handle complex styling tasks natively, including custom background color fills, sharp or glowing border widths, smooth rounded corner radii, and precise vertical text centering. Furthermore, we integrated a global settings panel overlay that can be summoned from any active gameplay or menu screen. This panel allows players to toggle background music states, adjust performance parameters, and switch instantly between windowed viewports and native full-screen display modes without interrupting the application flow.

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1h 16m 16s logged

Project Conception, Architecture, and Core Loop FrameworkToday marked the formal kick-off and architectural foundation for Beyond Space, an ambitious multi-difficulty arcade collection built entirely within a single, highly structured Godot 4 script. The primary objective of this initial phase was to establish a robust, modular, and state-driven architecture capable of seamlessly switching between distinct gameplay modes while maintaining unified styling, persistent high score tracking, and responsive cross-platform input handling.We established the central Node2D foundation anchored to a fixed virtual resolution of 1280x720 pixels to ensure consistent scaling across displays. By systematically overriding Godot’s core _process and _unhandled_input notification methods, the main script dynamically routes game execution states through a clean state machine covering the main menu, level selection, difficulty selection, interactive briefing screens, active minigames, and customized win or loss conditions. To give the application an atmospheric and immersive space aesthetic right from launch without relying on external image assets or heavy texture files, a procedural starfield background generation routine was programmed directly into draw_background(), scattering stars of varying sizes and opacities across the canvas during every redraw cycle.Devlog 2: User

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