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Lan2two

@Lan2two

Joined May 31st, 2026

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Reposted by @Lan2two

6h 7m 2s logged

Added a god awful tileset for the background made by yours truly
Revamped attack to send an attack packet for all the data instead of a billion params (damage, knockback, special effects in the future?)
Speaking of which, we have knockback now! clap clap
The game also has a melee weapon (the coin)
that follows the player’s cursor via the WEAPON CONTROLLER which does that and other things coming soon tm
Revamped the damage component to toggle between continuous damage using physics process and one time damage each time it enters the area2d
The bullet can pierce enemies with an exportable count
And that’s all folks or some

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Open comments for this post

6h 7m 2s logged

Added a god awful tileset for the background made by yours truly
Revamped attack to send an attack packet for all the data instead of a billion params (damage, knockback, special effects in the future?)
Speaking of which, we have knockback now! clap clap
The game also has a melee weapon (the coin)
that follows the player’s cursor via the WEAPON CONTROLLER which does that and other things coming soon tm
Revamped the damage component to toggle between continuous damage using physics process and one time damage each time it enters the area2d
The bullet can pierce enemies with an exportable count
And that’s all folks or some

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1
33
Open comments for this post

2h 49m 50s logged

Added a damage component so the enemy and the bullet uses it
Player can roll for immunity frames (disables hitbox on roll)
Added a GUN that automatically tracks the nearest enemy

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1h 46m 46s logged

Was working on the ai/pathfinding of the enemy this morning.
added wandering and chasing the player.

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3h 18m 31s logged

Changed the node structure so that the states’ code can be split into more components.
Added a little bit of utilities to find the player node
Added a velocity component to do movement stuff
Working on the enemy ai - not going well (it’s so over what am I even doing T-T)

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2h 7m 23s logged

Stuff I did this morning:
Imported the knight sprite from Brackeys’ Platformer Bundle (placeholder pretty much)
animations for idle, attack, and for moving
movement and transitions between states
hitbox and health components
a scene for bullets that checks for the hitbox component
flash from taking damage

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