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Space Travel

  • 19 Devlogs
  • 66 Total hours

Fun 2D explorative platformer game where you gain loot, explore planets, and defeat aliens!

Ship #1

Hello everyone, this is my first ship for Stardance, and let me introduce you to Space Travel. Space travel is an 2D game I have spent this whole month on creating. I have used tile maps, parallax 2D nodes, pixel art, and many features to create this game. Even though it is a work in progress and a test run for me I would like to congratulate my self on spending over 60 hours for a project. This is the longest I have ever spent on the project, and this is as complex as it gets. Some cool things I think would wow you guys are Parallax 2D nodes, theses give the background life, the make it look like the clouds are moving. Ray Casts, to create avalanches. In this game I have made many types of aliens for the user to battle. I am so proud of my self for finding the time to make this wonder full game. I have had people test it so I could polish it up for the first test run. I know it could be better, but I am planning on adding an Alien Universe. Users will have laser items, pick the planets to travel to, choose their character and much more. I am very motivated to continue this project and push it to it’s absolute max. This game features multiples levels, Level 1 (Earth) your goal is to escape the alien invasion you woke up to. Level 2 (Mars) you travel to an burning hot planet to find out more aliens live their, including goo types. Finally Level 3 (Neptune) you visit this icy place and find icicles, ice balls, avalanches, and ice bunnies waiting for you. This game took a lot of thought and time to create, as it is not as simple as it looks. The code was very complex as I had to calculate speed, and shooting distance (for the goo ball and ice balls). I am so glad I can share this hard worked project with you guys. I hope you enjoy it!

  • 19 devlogs
  • 66h
  • 19.04x multiplier
  • 1260 Stardust
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2h 17m 33s logged

Finishing Up

Hello everyone, I have been fixing bugs today and adding items I forgot. Examples are audio, bugs, end scene, making harder levels easier (I was the only one able to beat it) and make text clearer.

  1. Bugs
    Today, I fixed mainly bugs because I am going to ship right after this devlog (my work has payed off). First I am going to talk about the skipping text bug. When I do the dialogue at any part of the level/game, and then press esccape button, (pausing game/pausemenu) and then I press home inside the pause menu, the whole game crashes, and I just figured out why. When ever im doing text I call $MC.wait_for_skip() this is a function, and in the function it has await get_tree().process_frame the bug with this, is that when ever the text is running and wait_for_skip() is called it is waiting and calculating every single frame, so when the user presses home, the player is gone, and that process_frame was never finished, so the game bugs out and ends. Well to counter this, I didn’t really do anything. I am really busy right now, and am trying to make the game good for the first ship, as much as I want to work on this bug I have to set it aside. In short terms, I got rid of the home button. If the player wants to go home they have to close the game and open it (reload page). Bug Two
    For the second bug, it really confused me. When I restarted the game, and went through level one (keep in mind I only picked up one coin) and then went to the second level, it said I had 30 coins. I saw my error, and it was that I was manually setting it to 30 coins when the game starts, so I then set that value to 0, so user starts with no coins. I thought all was solved, but it now showed five hundred and forty seven coins. I looked closely in the save_game function. I saw that I had set global.coins (the coins for the whole game collected) to what ever was in the label. And it might seem okay, but the label had manually been set to five hundred and forty seven coins. I just delteded that line of code because whenever the player picks up coins, it automatically goes into the global variable, so there was no point in having that line (since it only bugged out the game).
  2. Audio
    I forgot about the audio/sound effects/ background music until the end of the game (today, since I am going to ship). Because of this I had to rush through it, and I am going to warn you, some of the audio in the game might sound… wonky. Anyways I recorded me making the audio, like an alien shooting, icicles falling, avalanches moving. I just realized while writing this devlog, in the game I misspelled avalanche, and I have already exported it and uploaded the game 😭.
  3. Difficulty
    I had some people test out my game, and they had alot of good feedback that I implemented today. I still have not done some of it, but that is for next time. First they said level 1 was harder than level 3. I tested it out but didn’t find any problem, I realize that I play this game everyday to test so it must be easy. I made the boss fight for level 1 easier so the user can get through. To do this, I made the goo rise slower, and added more stepping points on the ground. Then I was told level three’s avalanche was too slow. I had to manually change the speed, but this was easy since I had incorporated a ray cast into the avalanche.
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4h 9m 5s logged

Adding Touches

Hello everyone, it has been some time since I have devolved, and I want to talk about what I have been doing, some goals I have, and some deadlines.

  1. For the past few days I have not been shipping because I have been working on level 3. From the screenshot you might be able to see the avalanche and the map for the avalanche. So I fixed a bug with the icicle, so even if it touched the ground and then you touched it. You would lose a life. For the collision shape of the icicle whenever it touched the ground I did set_deffered("disabled", true) so this would disabled it, and I would reenable it whenever it starts falling again. Also there was a bug where the aliens could shoot through walls, to solve that I just decreased the time pass value (time pass checks how long it has been running before it can do body checks) and kept time pass the same value for on enemy touched. Finally the avalanche, during the process of this I learned some pretty cool things. So the avalanche. This would be hard to animate, but apparently Godot has something for this. It is called a ray cast, and is brings the items with it down until a collision body. So what I did, is just like my alien script, I made it move right with speed * delta. And the ray cast handled itself, because it was down hill. I am still learning how to properly use a ray cast but for down hill situations I think I now know. When I was putting the animation for the space ship enter and leave. I wanted to reuse previous animations I have made. So I went to level 2 and realized I hadn’t finished it. But level 1 had it. This is where things get interesting, I brought out my calculator, duplicated the values into level 2 and 3, and subtracted the first keyframe from where I wanted the player to start. This allowed me to subtract 1454 from the X value and 104 from the Y value. So I did that for each of the key frames for both level 2 and 3 (keep in mind I wanted them in different places) and I had my animation finished. I tried adding a pause menu for when the player dies or pauses (esc) but I guess it didn’t turn out well it looks grainy and unprofessional, but I really need to ship, because I wont be available for the next few days and I can’t work on it.
  2. Future Items Before Ship
    Before I ship I want to add a few things that have been suggested. First of when testing it was realized that when the shield breaks, there was no pop up or anything indicating that it had broken. So I will have to now go and fix that. Second, I need to add sound. I always add sound at the end of the game, and I completely forgot to.
  3. Overall
    I think that this first ship will tell me a lot on what I have to work on for this game, I think I could do some better improvements if I wait some time then ship. But I think it will do great, and people will see the hard work I put into this game. Thankyou everyone!
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6h 2m 37s logged

Level 3 Major Changes

Hello everyone, today was by far the most productive day I have ever had in all of star dance, and possibly previous Hackclub events I have done. I almost finished level 3 in one day! This was a massive accomplishment for me as for the other levels took at least 3 days to do. An overview of what I did today were, map, icicles, ice skates, new alien, asset placing, inside space ship scene, space ship traveling planet’s scene.

New Features

  1. Ice Shooter Alien, First I want to talk about the ice shooter I made today. So for every new level, I always add a new alien, and while I was still working on level 2 I was contemplating what new features I should add to the game for level 3, and since I thought I should do an ice planet because I was on mars (fire) and earth (neutral), I thought I might want something cold then I thought of this planet Neptune (I don’t have planet names yet)! So today I made the Ice Shooter Alien, This alien shoots snow which slows the user down for 3 seconds. While the cool down is not slow, there is only a 1 in 10 chance the player looses health to the snow (a rock could be in it).
  2. Icicles, it was recommended to me to add icicles to the game since it is an icy biome and there should be some structural relation to the biome and features. So I just used an area 2d as the base structure, and just detected if it touches the player or something else (like the enemy or structure). To make this icicle fall, I couldn’t give it a character body then there would be gravity, and it would keep moving even if I stopped it, there is a way to work but I figured out an clever way. I subtracted the distance between itself and the player using position.x and subtracted to see if the player was in range, and if it was I was changing the position with speed and delta coming down. And I just reset it to the original position because in the ready script I assigned it the starting position.
  3. Ice Skates, Ice skates were actually pretty easy, I duplicated the players idle and movement assets, and redrew them to have skates on the bottom, and once the player buys skates from the shop I make has_skate = true then in the physics process whether the player is idle or moving, it changes the sprite sheet to the one with ice skates, and when I disable it, it goes back to the original sprite sheet with no skates.

Overall

I think I did so much today, I around an hour drawing the art for the spaceship this morning (both the scenes of changing worlds and inside spaceship) because I had to add a new section and duplicate move, and modulate the planets to look like a new space travel. I think tomorrow I should finish or get close to finishing level 3 because I have to create the boss fight. Thankyou, bye guys!

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5h 12m 55s logged

Level 2 & 3 Updates

Hello everyone, I have alot to talk about, especially since I recently just finished level 2 and am starting on level 3. I still need Planet Names waiting for suggestions but so far I am just using analogies in my game like earth (this is going to be the real planet) mars and Neptune. This helps players understand and relate to the geography and climate of the planet. For example in the screen shot you see it is an icy artic place like the planet Neptune. Let’s get started and talk about today!

  1. Level 2 Bugs, I was not so lucky, this paragraph is about bugs and fixes, well I am not happy to say that my animations from my text animation player all deleted, and since I didn’t commit to GitHub for the day, when I restored it, all the changes I made went away… I had to remake everything that I changed, and I still have some bugs, but I forgot some items, so it is hard. But I mainly just fixed placement. When I came back home to Godot, some items were gone, some part of the tile map disappeared I had to put the tiles in the right spot, and the code was all messed up. I currently still have no idea what happened, but I fixed it all and I have not had bugs since.
  2. Today I got a suggestion to make a cutscene of the level 2 alien boss burning. As you guys know yesterday I changed the goo/lava color to white so I can manually modulate it in the editor because I am reusing assets (this makes it so easy for me 👍). Well now I made a cutscene of the alien boss burning, I would have had to redraw everything, but instead I duplicated the animated sprite (the alien boss in the cutscene) and modulated to low transparency and red, so it looks like the alien boss has a lava shadow.
  3. Level 3, Alright I know you guys saw the screen shot, so you saw the icy biome. I am now going to explain my ideas that I plan to add to level 3. First, Ice Shooters, hear me out. I recently added goo shooters to the game, and since this is artic biome ice shooters to slow the player down, and gradually decrease health if they don’t find heat could be an awesome idea! Second actual ice. There are going to be like ice pits/platforms when the player walks on, it is all slippery. And I also might add moving platforms, but these probably will be saved for level 4 but I am still deciding.

Space Ship Scene

As you guys know, after each level I make a cutscene/scene of the player in their alien spaceship. I think for this one (right after level 2) the player will explore more of the spaceship, and learn something about the aliens. I am still deciding but currently that is my ideas. If you guys have any suggestions feel free to recommend them. Thanks, bye guys!

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5h 1m 30s logged

Level 2

Hello everyone, sit back and get ready for a long devlog, because today I have alot to talk about. Okay, so guys now we have finished level 2, it is fully completed, I just need to add one line of code (changing the scene to the right scene the next one) and then I am done and probably wont touch it. Since I have not devloged in a few days (I did little time and was busy) I will talk about alot of items which is basically what I did for the past few days.

  1. Shield
    Alright I really want to talk about the shield first. So if you guys watch the video you can see how the shield works. Obviously it doesn’t have the code, but I will talk about how I integrated it with the shop and how that works. So I have 2 items in my global script, shield enabled, and shield dead. If I go to the boss fight of my game (where the shield is not allowed and users dont get it) I say Global.shield_enabled = false. This allows me to set if the user can use the shield or not through out the game. And if you guys made games previously or used Godot, you know about func_process() this allows me to simultaneously run items. You might be wondering, how does this simultaneously running fuction affect the shield for the player, and why would I do this. Remember earlier when I used the Global shield enable to turn it on and off, well the process checks it and if it is false, then it makes the shield not visible and not work. I mainly was relying on this for the past few days, because I was working on the shield. I also used process to modulate and change the size of the shield bar shield durability based on how many hits the shield has taken and how many hits it can take, I divide it to get a percentage. I also added the feature that if the player dies, they lose the shield, for the player to get the shield back, they have to buy it again for 15 coins. I plan to add an animation at the beginning of the level showing the shield coming onto the player.
  2. The Shop
    If you guys saw in the video, you saw the shop is accessible from anywhere in the game. This was easy all I had to do was add a button with the shop icon, and make the shop items visible. But I also have to account for mobs aliens shooting the player while they are in the shop. Luckily godot has an in built function called get_tree().paused if I set this to true every item will become paused. But luckily I can set the shop node’s process mode to always so it works even when the game is paused. This solved my problem of the aliens shooting and moving while the player is in shop.
  3. Boss Fight
    If you guys didn’t know, for the past few days I have been working on the boss fight, I have not got enough time to finish it but today I finally finished it today! So in level one, there is a scene with the boss fight for goo rising, and now that is level 2 and the player is on mars I wanted lava. But I didn’t want to redraw it so I just modulated the goo (I now realize that was a bad idea). Because the goo was not originally white, the modulating color started green, so what ever I chose was darker and not the right color. So because of that I had to spend my time fixing the goo and changing it to white and grey. This way for my level 1 goo rise, I just modulate it to the goo green I want and for level 2 I modulate it for the lava. Also for the boss fight, I added it so the shield disappears when the player has to fight, and made the animations more clear.
    Anyways guys I think this game will turn out great, I am always looking for suggestions especially for level 3, bye guys!
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2h 21m 11s logged

Level 2 Boss Fight

Hello everyone, I am coming close to an end of my level 2 of Space Travel. So currently I have made the boss and am working on the animation and how the boss fight is, so first I am going to explain the logic, then I will talk about timelines and how I have acomplished, and third I will start the alien UNIVERSE

  1. So what I have done today was finish up the shop (I barley did anything to it) and I also worked on the alien. The first part of today I spent a good amount of time creating the alien boss, and it doesn’t even look good 😭, so I became demotivated for today and only did 2 and a half hours. But the day is not over yet, so much left to explain. To continue, I created the animations for this boss, such as the text, and the anime animations, but I am still not done and have not fully tested it so there are bugs, but I will try to fix it.
  2. So I think I am good on time, so far I have been trying to finish up 4 levels then ship. For level 1 was follow and static aliens (walk in place). Level 2 was goo spit shooting aliens. I have no idea what to do for level 3 and 4, I really appreciate any suggestions on new items/things to add🙏. Also to clarify my solar system ending (part 1 of game) the user will go back to earth for level 4 and dodge the hardest of items and talk to the alien knight, there would be some type of dialogue like “ I never wanted to do this…” And that will be the end of level 4, and that is part 1 which I would ship my project for the first time, looking at the time line, I probably will get 60 hours when I ship, I hope I do good. But I really appreciate any suggestions, but to conclude, I am working on level 2 boss right now, debugging and making the animations more smoother. For level 3 and 4 I will talk all suggestions. Thank you everyone, bye!
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4h 33m 41s logged

Level 2 Touches

Hello everyone, I have done a lot to my game for Level 2 im almost done. I’ve basically been stacking a bunch of systems together and fixing a lot of the smaller problems I ran into over the last few devlogs (especially with goo, shields, and collisions), and it’s finally starting to feel like an actual full level instead of just a test area.

  1. Shop System Fully Finished
    First of all, I have finished the shop and now it is fully functional and actually works the way I wanted it to.You can now walk up to it and use it properly, and I added a lot of UI polish so it doesn’t feel dead or static. I added a hover function so when the mouse is over an item, it actually reacts (like spinning or doing a small animation), which makes it feel way more alive instead of just a menu.I also added different text responses depending on what happens: if you don’t have enough coins it tells you
    if you already own the item it tells you
    and when you buy something it gives proper feedback. This also ties into the coin system I’ve been using in the HUD, which now updates properly every frame so the shop always shows the correct value.
  2. Goo + Shield System Improvements (big fixes from earlier devlogs)
    I also fixed a lot of issues with the goo system that I was struggling with in earlier updates. Before, the goo had problems like hitting the player instantly when spawning shield reflection being inconsistent
    and weird collision timing issues. So I added a small delay (around 0.2 seconds using time checks) so the goo doesn’t detect itself or instantly trigger collisions when it spawns. I also improved the shield logic so now when the shield is active, the goo can actually be reflected back properly instead of just always damaging the player. I also added a durability feature, it is not visible yet but i am currently working on it. Now the hits count and soon it will be a visible feature. On top of that, I cleaned up how goo behaves when it hits enemies. Instead of doing messy collision disabling and weird states, I simplified it so enemies can just be removed cleanly with queue free, which makes everything way more stable and less buggy.
  3. Boss Fight Setup (Level 2 main objective)
    I’ve also started the boss fight for Level 2. Right now, there is an obby section where the boss is attacking with goo balls that can pass through parts of the environment, which makes dodging them actually important instead of just standing still and tanking hits. The player’s goal in the boss fight is to dodge the goo while making their way through the obstacle area and then press a special button (which has a cool animation). When the button is activated, it triggers lava flow across the map (since the level is on Mars), which is going to be the main mechanic used to defeat the boss. So instead of just fighting directly, it becomes more of a movement + timing fight where you have to avoid attacks and activate the environment against the boss.
  4. Overall Progress
    Overall, Level 2 is finally starting to feel like a real level instead of just a prototype. I’ve fixed a lot of the earlier problems with the goo collision timing shield reflection enemy interactions and UI consistency. And now I’m moving into more “game design” work instead of just fixing bugs, which is a good sign. Next steps are finishing the lava system for the boss fight polishing the obby section adding boss behavior and attack patterns and improving visuals and feedback so everything feels better.
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3h 39m 25s logged

Level 2

Hello everyone, I did major updates and changes to Level 2 and this was the longest I have worked in Stardance in a single day so far! I worked for about 5 and a half hours today and made some really solid progress.

  1. Level 2 Setup + Map Design
    So I officially started Level 2. I created the base map and started building out the layout. I also added aliens around the map to start filling the world and make it feel more alive and challenging.Right now the level is still in early stages, but the structure is there. I still need to add fire/lava sections, more environmental hazards, and set up the boss fight with the goo enemies. I also want to add extra mechanics in Level 2 so it feels like a big step up from Level 1 instead of just a copy.
  2. Goo Enemy + Shield System Improvements
    I also fixed a lot of issues with the goo shooting system and improved how the shield works.
    Before, the goo had problems with detecting collisions too early, so I added a small delay using get_tree().create_timer() logic so it doesn’t instantly detect its own body when it spawns. I also adjusted the collision timing using a small time check (around 0.2 seconds) so it only starts interacting properly after it has actually left the enemy.
    The shield system now works with the goo reflection mechanic. When the player shield is active, the goo can sometimes be reflected back instead of dealing damage. I also improved how it visually flips and stays centered so it doesn’t look weird when the player changes direction or moves.
  3. Combat + Collision Fixes
    I also spent time cleaning up how the goo interacts with enemies and the player.
    Now when the goo hits the player without shield, it properly plays the splat animation, stops movement, and deals damage using the degrade() system. I also made sure it doesn’t instantly re-trigger collisions by adding timing protection so it feels more consistent.
    For enemies, I started experimenting with making them react when hit by reflected goo. The idea is that when they get hit, their collision gets disabled so they can fall down instead of just standing there, which will make combat feel more dynamic once gravity is properly set up on them.
  4. Overall Progress
    Overall, Level 2 is starting to take shape. The map exists, enemies are placed, and the core systems (goo shooting, shield reflection, and collision handling) are way more stable now.
    Next steps are:
    finishing the lava/fire areas
    improving enemy fall + death behavior
    adding the boss fight mechanics for goo
    polishing shield visuals so it feels smoother
    and making Level 2 feel more intense than Level 1
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4h 45m 36s logged

Level 1 Complete

Hello everyone, I just completed level 1, adding the finishing details fixing bugs, and adding a very cool parallax background.

  1. Major Bugs, I didn’t have major bugs but I had many bugs, for instance I had a scene change after the player enters the spaceship, this was for them to escape earth, but for some reason the scene change never worked, and it kept saying null, even when I printed this function. To fix this bug I made a variable and before the function was called I set it, so ** var tree = get_tree() ** this allowed me to call the functions without it becoming null, I still have no idea why the function was null but I guess I will have to figure that out. Another bug was my alien. So for my level one I have moving aliens, following aliens, and I was going to have moles, but I think I will add them in level 2 to keep it simple. But the problem was my following aliens, whenever they land on the player they never made the player lose a life or disappear. I looked at the collision bodies, and the one that gives the alien it’s shape was larger than the area 2d’s body, so therefore it would have never made contact with the player and would have not done anything to the player. To fix this, I adjusted the body size of both collision bodies.
  2. Parallax Background, a parallax background is basically different parts of the background moving at different speeds when the player moves. I made 7-8 layers of background, trees, clouds, bg colors, floor. To use them I used the parallax 2d in godot and set the scroll speed to different values for each, the farther away the bg element the lower the value, then you get the result as clouds moving at different paces of other elements as shown in the video. But this was not all that easy, I had a bug where the parallax elements went down so much when I started the game, I am pretty sure I am starting the player in the air, and when he falls so does the elements, so I have to place him down, also it is automatically adjusting my scroll offset.

Summary/Level 2

That is about it for level 1, I also fixed the coins in the corner, and added more story. For level 2, I am going to start with making a parallax background, and make the actual game. Thank you, bye!

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3h 6m 25s logged

Shooting, Level 2

Hello everyone, I recently finished level 1 and started building level 2, there are many new things that I am proud to announce.

  1. Level 2 Intro Animation
    I added an introduction to level 2, so after we leave earth, we end up in the alien spaceship, where the player vows to come back to earth and save his home planet because he couldnt do anything on the planet. Then he is in the spaceship and looks around, then he goes to the other planet.
  2. Alien Space Shooter
    So this is the new character the ALien Space Shooter, idk what to call him yet, the acronym for Alien Space Shooter is pretty bad… Anways it gets the difference from the player and the alien, and it shoots the ball that way, but if the alien is on the other side the difference is negative so the code figures out the position and where to shoot, currently I am working on the splat feature on if it touches the shield or the player or a wall/item it splats and stops moving.
  3. Shield + MC Adding’s
    I am adding a shield to the main character, so here is the plan, when the alien shoots out the goo, if the player is presssing the button to use the shield, (I am probably thinking control button) then they are blocking, the shield will have a durability, and they can use the shield for as long as they dont use all the durability. But here is the good thing, if they block the goo then there is a 1 in 5 chance it reflects the goo and it hits the alien and makes it vanish. This is a realy useful feature as the only other way to destroy an alien currently is the walk into and lose a heart.

Summary + Updates

I plan to make this more polished, as the splat for the alien’s goo shooting, and the shield for the character. I also need to make these all clear, and make the animations much more better and professional, bye guys!

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3h 6m 42s logged

Level 2

Hello everyone, I am starting Level 2. For the past few days Lapse has not been loading on any of my browsers, and I had no idea why. Then today I tried Chrome and it finally worked, so now I can actually post updates again.

Anyways, today I was mostly fixing bugs and finishing up Level 1. I had a weird bug with an Area2D where it kept triggering when it shouldn’t have been. I spent a while checking collision bodies, Area2Ds, animations, and positions. In the end I just rewrote the code and renamed some things, because I think Godot was getting confused about which body was which. After that it started working normally.

I also finished the boss section. The Alien Knight now has an introduction cutscene, camera changes, animations, and the goo obstacle that chases the player. There were a lot of small bugs involving AnimationPlayers, Area2Ds, collision shapes, and things resetting to the wrong position. Some of them took way longer than they should have, but eventually I got everything working.

I also added some more details to the ending of Level 1. The character now says, “Where am I, what happened to my home Earth?” before leaving on the spaceship. It is only a small detail, but I think it makes the game feel more connected and gives a better transition into the next part of the story.

The boss fight is also much better than it was before. Originally all you had to do was sprint and hold the key down. Now there are obstacles, platforming, timing, and hazards that make it feel more like an actual challenge. I think it is way more engaging than just running in a straight line.

I also spent some time working on hearts, checkpoints, and restarting parts of the level. I am still deciding exactly how I want that system to work, but I think it is heading in the right direction.

Now that Level 1 is basically finished, I am starting work on Level 2. Right now my plan is to have a scene inside the spaceship before the next level begins. I want it to explain more about the aliens, what happened to Earth, and what is actually going on. I think having some story between levels will make the game a lot more interesting instead of just jumping straight into another map.

Overall, after spending so much time fixing bugs, collision issues, Area2Ds, animations, and cutscenes, it feels good to finally move on and start making new content. I am excited to start building Level 2 and expanding the story of Space Travel.

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2h 24m 58s logged

Anime Intro

Hello everyone, after what I did today I feel so motivated. Let me explain it to you guys.

If you see the video, you will see a very professional introduction to our character, Alien Knight, along with his message. Someone recommended that I do this type of thing, so I spent about an hour creating it, and I think it looks really nice. It makes the boss feel much more important, and gives him a proper introduction instead of just appearing out of nowhere.

I also worked on the boss cutscene itself. I learned how to switch between cameras during cutscenes, make animations play multiple times, and get everything to happen in the correct order. There were a few bugs where animations would instantly skip or stop after running once, but after a lot of testing I got it working.

Besides that, I was fine tuning the map, getting rid of what we don’t need, making it shorter, and making the game make more sense because I don’t want the first level to be overwhelming. At one point I even misplaced about half of the TileMap and had to move it back where it belonged. It was annoying, but the level flows much better now.

I also spent a lot of time fixing collision bugs. Some Area2Ds were detecting StaticBody2Ds instead of the player, which caused things like random restarts and enemies triggering when they shouldn’t. After adding proper player group checks and fixing collision layers and masks, everything is working much more consistently.

Another bug I tracked down was with animations moving my character to the wrong place. For some reason the player kept spawning where an old animation had moved them. After a lot of confusion, I found out it was caused by a RESET track inside the AnimationPlayer. Once I removed it, the player spawned where they were supposed to again.

Overall, I feel like today’s work made the game much more polished. The boss introduction feels better, the map is cleaner, the cutscenes work properly, and a lot of annoying bugs are gone. There is still a lot to do, but seeing everything come together is really motivating.

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1h 54m 21s logged

Boss Fight

Hello everyone, as usual I am just fixing bugs and making my game better. “I have some ideas, a couple of suggestions, to fight instead of fleeing west.” Just a quote, but it perfectly matches my game right now.

So currently I had sprint, and it was required to hold it down to beat the boss. All you had to do before was run, but now you have to do an obby, in a certain amount of time, while dodging the boss. If you complete all of that, you get to the spaceship. This is much better and more engaging than just holding sprint and running.

I also added heart pickups. If you don’t already have 4 hearts, you can pick one up and restore your health. While adding this, I fixed a bunch of bugs with collision layers, Area2Ds, and enemy detection. Some enemies weren’t detecting the player correctly, and at one point they were even falling through the map because I forgot to give them the right collision setup. After a lot of debugging, everything is working properly now.

I also improved some of the enemies. The aliens now stop following the player if they get too far away, and I worked on patrol enemies that move left and right. There were some issues where they would get stuck on walls and spam flip back and forth, but that is fixed now.

Another thing I spent a lot of time on was cutscenes and dialogue. I added text that the player can skip with Tab, boss dialogue, and a boss intro cutscene. I also learned a lot about AnimationPlayers, AnimatedSprites, camera movement, and even how reset tracks can accidentally move your character to places you didn’t expect.

For the boss fight itself, I am still thinking about lives. Right now, if you die, you restart the level. One idea I have is giving the player two lives. If you lose the first life, you restart the level, but if you lose the second life, you restart the entire game. I might stick to restarting levels, but I haven’t decided yet.

Right now my main goal is just making the game more fun and polished. Every time I add a new feature, I end up finding three more bugs to fix, but that’s just part of making games. Overall, the boss fight is much more engaging than before, and I think the game is improving a lot with every update.

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3h 18m 56s logged

Finishing Level 1

Hello everyone, im coming close to an end of level 1, today was a big day, and I should be able to finish it tomorow by fixing a few bugs and adding a few things to make it a functional starting tutorial scene. I have got almost to the ending part of level 1, I have made the boss fight/scene (it is not a cutscene, that will be for other levels), but its not finished, because there are many glitches for the user to stay alive but not reach the end, resulting in bad votes so I need to fix that. I finished the map probably just need to add a few things here and there but most of it is fine. I fixed the aliens and for each one, I can stick with the default settings (speed, how far they move both left and right) or I can put custom variables, using @export var, which puts an variable on the node. This was good, as before I had a problem of an alien walking through the wall, but now that is fixed. SO basically I just need to add armor, a laser item, for the user to use to shoot, but right now I am just doing the basic things for the game and sticking with my little tutorial for level 1!

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3h 38m 21s logged

Character Fixes and Level Progressiveness

Whats up Yall, today was a good day, and it helped me develop my project even further, making me so happy and confident. In the picture, you can see there are 8 hearts, coins, aliens moving (well its an image) and coins on the top of the screen, so let me break it down.

Aliens

I was building the map, and then when testing I realized that the aliens would walk through the walls, so I was learning and testing some code, but then the alien glitched, I tried to fix it but I couldnt, so I went back to my old code and just made the room for it to move larger, because I was trying to get the little steps done, then I would fix the main problems!

Coins + Aliens

I drew the coin animation today and it was fairly simple, but for both the coins and aliens, I added area 2d body so I could detect when they touch the player, and singled the player out by in_body_(player) then I made them disapear, then either add a coin globaly or lose a life globaly, then I disabled the area 2d with monitoring. Area 2d.monitoring = false, so this made that they could not be used or detect anything until I turn it back on, so no extra coins or more loss of lives.

General

I drew more items for the map, and will use the atlas for all worlds, will just change colors and add few more items. I was also working with text skip, so now, the text does not go to the next dialouge until user presses tab (skip). But anyways those are all the changes I made, thanks bye guys!

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2h 27m 48s logged

Alien Fix + Character Bugs + Level 1

Hello everyone, today I did alot I was productive as usual, and I have alot of time to work on this game. First I fixed my player added hearts and made sure all the animations for text are 4.2 seconds because if the user wants to skip they can press tab. Also I fixed some alien bugs so now it works perfectly, when I was testing THE ALIEN GOT STUCK ON MY HEAD. This would have bugged the game and the user would not be able to play, but now they go through the player, but until I make it so they disappear upon touching the player and the player loses a heart that is what I have. Now I created the starting scene with all the instructions on how to move and all of that. It was pretty easy, and I just named the narrator the voice because it is better than just putting ??? or “THE NARRATOR” so anyways, I think by taking this slow one step at a time I can accomplish what I want, and make it better quality than I would think!

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2h 16m 20s logged

Character Fix

Hello everyone! I was working on the character, and all the animations such as movement and the text, because that is part of the character. So the animations all went smooth, and I coded it easily. But the hard part was the text, I had text animations and text skips where you press tab to skip the text. I dont know how to do it where you press tab once it goes to the end of the text, then the second time and it skips and goes to next dialouge, so I just did it so when user presses tab it goes to next dialouge. This was hard and I had to look at my previous games to see how I did it (because it has been over a month since I was making games) and in the previous games I had to put a function in each scene, but in my game, I just put it in the character script, so that where ever the character is the text is. I was thinking my game looks so bad, and it is not professional, but I got reassurance from others that this is one of the best games I have ever made, and it is high quality. That makes me happy and gives me the motivation to continue, but there is one problem, I dont know how to continue. I have created the alien and the character, BUT I DONT KNOW WHAT TO DO NEXT!!! So I am still brainstorming but I think maybe I should add floating islands and an alien king for each world, that the user has to defeat, otherwise they go back to the start of the level and the scene resets. But anyways that is what I am doing, if you guys have any suggestions for my game, I am open to take it. Thank you!

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3h 46m 15s logged

Finish Cutscene

Hello everyone, I had a cutscene at the beginning of the game I was talking about, I recently finished it. So there were problems and good things

  • First I had to draw the alien ship and animate it coming closer to earth and crashing (fire and burnt earth), this took some time but is now complete
  • Problem, I had a problem of everytime it ended on a different frame of the animation so then the ship was in the wrong spot and it looked like it missed land, to solve this problem I called the frame right before I stoped the animation so that it ends on the frame I need.
    After these I just needed to fix the code for the loading and restarting, this is going to be my first time making a game like this where it saves data, and it is going to be the longest I spend making a game. So right now it saves I think on the cookies, and if you press restart I manually call the level and all the gear to 0 instead of just reseting the cookies. But the way I am saving it, is by after every level or something the user gains, then I add it to the save script. I started making the character, and since this is a platformer game and not a top down movement game it is hard to draw the character let alone the animation, you can see in the screenshot provided below how I drew the character. This took around an hour and I had to view my previous games to see how I wrote the code because I do it differently since I have idle animations and alot of movement. I also had to drawn the floors and make floating ones. This lays down the base of my game, and once I finish the first level I should be familiar. I am now thinking it should incorporate obstacles, instead of just enemies, and also kind of like a scavenger hunt for them to find items. Anyways that is my project, see you next time guys!
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2h 7m logged

Hello everyone! I love making games and have planned out a well thoughtfull game plan that should take 3 months. So basically the outline of my game is Battle monsters through the space realm. Find your way back home. Gain multiple materials for better space gear and ships.
This game is both an obby/adventure/action game
Users start on earth, a destroyed deserted planet habited with aliens. Users have to fight and find their way out to reach the new planet with their civilization
Users unlock different planets after beating one
Users must fight through all the planets to reach the end and find their way
Aliens/Monsters randomly drop items which can be used to craft gear and after they have enough users find their first space ship and upgrade it with their spare materials
Users can choose to switch to a different spaceship and upgrade that or stick to their current spaceship. I took 2 hours to draw the scene you can see in the screen shot because it is important and serves two purposes, one it is the home scene (it is also animated) and two once you start, it will have an alien ship blow up onto it. Now you guys get the gist of the game, but I hope this turns out great and since there is a little over 3 months to finish this, I think I will do great and you guys will enjoy it! See you next time!

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