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Helixxed

  • 5 Devlogs
  • 11 Total hours

Helixxed is (planned) to be a "roguelike brickbreaker" where you apply genes to your ball. For example, theres a gene that causes the ball to move towards the bricks... alongside one that causes it to go in random directions every bounce?! Your run ends when you run out of shots in a round, each round having progressively stronger and more gimmicky layouts. This game was also made for godot wild jam 94. If you are a reviewer and are reading this, let me know if thats okay plz!!

Ship #1

Helixxed is a brickbreaker where you mutate your ball with genes. Every round, the bricks you face become stronger, requiring more strategy and genes to make it through the round before you run out of shots!
Theres some basic genes, like homing, but also some stranger ones like floaty, which causes the ball to move down slower, or misstep, which causes it to go in a random direction every bounce!
I had a lot of fun making the modular system behind the genes themselves, and I tried to make it very easy to add new ones in the future!

  • 5 devlogs
  • 11h
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50m 44s logged

I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :)

Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!

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3h 23m logged

I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!

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2h 38m 29s logged

I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.

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2h 3m 45s logged

First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me!

So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff.
Most of my time was actually spent trying to do a specific visual effect.

I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em.

I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program.

To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :)
Same with the fact that it isnt transparent.
I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)

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