Devlogs
Version Update 9-2025
- Increased spacing for Garra’s punch animation when going back to idle.
- Fixed Garra’s head tilt in the forward running animation (it was too looking down).
- Added a slight shake effect when someone takes a hit.
- Improved level design in stage 1-2: the run after the fall is now shorter and with more enemies after jumping over the BlackHoles.
- Added black bars around the 16:9 camera to avoid leftovers when the window is stretched.
- Increased player's attack hitbox and enemy's damage area.
- In stage 2, Garra’s punch was going through Dr. Mente’s Black Hole attacks. It was taking damage but was not triggering the player animation taking hit.
- Enemy was taking hit even after dead when player uses special attack .
- Pause in stage 2 was bugging dead enemies (It happened because the animator makes him rotate following the moving ground. When he dies, that animator is disabled so he can fall from screen, but unpause was re-enabling all animators in the scene making him spin around the stage again. The solution was to create a library that tracks which animators were disabled at the moment of pause and excludes them from being re-enabled on unpause).
- Enemy could'nt jump over the platform (This happened after I increased his damage area).