Brossentia/Digby @ BLFC
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brossentia.bsky.social
Brossentia/Digby @ BLFC
@brossentia.bsky.social
Kusoge sommelier. Opinions are very much my own
discord.gg/kusogrande
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youtube.com/brossentia
At least I made a new icon for Godot
November 15, 2025 at 9:16 PM
Being a minor nightmare dealing with platform textures, but... eh, they don't have to look good right away. Important thing is that they work the way I intend.
November 15, 2025 at 8:59 PM
Reposted by Brossentia/Digby @ BLFC
Oh, I just realized I didn't actually render this whole clip. Have the very slightly extended director's cut.
October 27, 2025 at 5:27 AM
Yeah, puzzle playtesting really needs more feedback from more than 2-3 people; it might also be helpful to provide info on the solution so they can either have the "oh, THAT'S how it's done" or "that's BS" reaction. You don't really want too many people to say it's BS ;)
November 14, 2025 at 11:25 PM
There! Polish and possibly some items needed, but otherwise, I'm considering level 1 DONE.
November 14, 2025 at 6:22 PM
Ah ha! It had nothing to do with platforms and everything to do with timers - I'm 99% sure, anyway. Just gotta make a few numbers bigger, and it'll be fine.
November 14, 2025 at 6:12 PM
I've run into a weird bug, though. Every once in a while, enemies detect that they've gone off the edge of the platform. I currently have no platform edges, so this should be impossible. I've got a few theories about what might be happening.
November 14, 2025 at 6:03 PM
This is only practical, however, for the autoscrolling levels. More normal platforming levels will need a somewhat different setup, and that's fiiiiiiiine.
November 14, 2025 at 5:51 PM
Spawn arrays are working out just fine. I also made it so the final spawn for lane 1 is the end level marker. This way, I can just change all spawn timings numerically rather than based on location.
November 14, 2025 at 5:50 PM