Dying and level resets have now been implemented.
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Multiple levels have been implemented.
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Doors now have sound effects.
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Player shooting now has sound.
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Added a new enemy (the bottom one; using the second enemy sprite as placeholder). It shoots multiple times during its attack state. I plan on having it deflect bullets if it's in the normal state.
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Death animations for enemies has been implemented.
The sprites look weird because the outline color is the same as the level background color, but I plan on changing that.
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Tile-set has now been implemented.
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Enemy hit sounds have now been implemented.
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I'm currently toying around with having gravity switches in the levels instead of having the player being able to flip the gravity at will. I feel like there are too many ways levels can be cheesed if the player can flip gravity when ever they want.
Gravity flipping is still going to be a core-mechanic, regardless.
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Items and health bar have now been implemented.
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Gravity switches now have sound effects.
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Added a new bullet type: fireballs. They bounce for a number of times before going away.
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Added power-ups to change the current gun state.
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Finally got text to render in the HUD.
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Added a main menu.
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Added a pause state as well. This is the first time I'm using an object-oriented state machine instead of a switch statement. Something that has been long overdue.
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Moved the main menu to a more logical position. Also added a "continue" option, even though it does nothing right now.
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I've added coins that are dropped by the enemies upon death, even though they don't do anything. I thought about having shops in the levels and have the player buy power-ups like in Kid Icarus or Alex Kidd.
Let me know if you like the idea or not.
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Added a pause menu.
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Added a new enemy that just moves up and down.
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Added a giant "Paused' text to the pause menu.
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Added a shop to the levels.
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Added a new bullet type. This one is just like the standard bullet, but has a longer range.
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Added a gameover screen.
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Added the Ioncom logo splash screen. Since I'm using an object-oriented state machine, it makes it much easier and cleaner to touch up the logo splash screen by having it animated. It's just a wipe-appear animation, but it's a lot better than just showing the studio logo.
I should probably add some sort of Ioncom-trademarked jingle to it, but I don't know anyone who could write such a jingle.
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Added a "Level Start" screen in-between each level.
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Added an error sound to the menu options.
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Coins now have their own sound when collected.
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Saving and loading has now been implemented.
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Bullets now have their unique textures.
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Enemies now flash red when hit.
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Working on my first boss. It's incomplete, but the pattern is basically done.
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Added an explosion animation for the boss when killed.
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Added a boss health bar.
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Experimenting with vertically scrolling levels.
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Added a second boss. This boss is supposed to shoot after a certain number of jumps, but I haven't implemented it yet.
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Currently working on the level editor. Right now it can only place edge tiles on a blank canvas.
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The ability to change tiles and delete tiles has been implemented.
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Added a bottom UI to the level editor, even though it currently displays nothing.
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Now it displays the current tile index.
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