Devlogs
03/09/25:
Posted September 05, 2025 by lexyDev
- Redesigned Intro level
- Created new tiles
- Updated Tileset
- Updated Tileset Normal Map
- Fixed Biscuit’s Lighting bug (made it not shadeable in the shader that changes it’s colour and makes it glow so it’s not affected by CanvasModulate)
- Made Square and Circle look highlighted so they don’t get darkened by the environment
- Edited Tileset CollisionShapes to reflect new tileSet
- Edited Tileset OcclusionLayer to reflect new tileSet
- Redesigned Lvl7
- Made Buttons have a special property easily customizable for stuff like
- inverting panels after being pressed
- spawning stuff
- moving objects
- …
- Made Multiple objects (Nodes) linkable to the special property through an exported configurable Array
- Buttons:
- Created “InvertBoosts” which inverts boost’s direction and rotation as long as they’re linked to the button (only Works with nodes which have both a sprite and an enum boost_direction with possible values “LEFT”/”RIGHT”/”DOWN”/”UP”) (basically just boosts)
- Created “SecretPath” to hide a node (suggested use: attach a Tileset which is covering a secret passage to unlock it after the button gets pressed)
- Disables visuals and collisions,
- works with TileMapLayers,
- PhysicsBody2D (like RigidBodies2D)
- Area2D
- redesigned lvl8 to work the same way independently of which path the player chooses first