Star Child - Bernard Alberic
Jay Ingle - lead developer, designer, and artist:

Hello, this will be the final in our series examining the ingredients that make up our Lava Bomber enemy. See the past few weeks for all the rest.

This is our completed enemy, with placeholder graphics:



Today we will be taking a look at the lava bomb itself, that the bomber drops on your head. In the last devlog, we looked at how the lava bomb is its own scene, and how we instantiate it at the proper time, in the proper place. You can see that code here:



But for now, let us take a look at the node structure of our lava bomb scene:



We have our root node, which is a RigidBody2D (extended class: RigidProjectileClass, but we will talk about that later). We have an unused collision shape simply because Godot will complain if we don't have one directly related to our RigidBody2D. This has no layers selected, so it will not interact with anything else. We have our AnimatedSprite. We have an Area2D that we use for detecting the player's hitbox, as well as detecting when it hits a wall/floor. If we were to use the RigidBody2D to detect the player's hitbox, then the RigidBody2D would push the player, in Godot's physics engine. We only want the projectile to damage the player, not influence their position (beyond a bit of knockback). But we still want to use a RigidBody2D node, since this gives us access to the physics engine, for other reasons. A standard death timer, which we explained the functionality of last time. An VisibleOnScreenNotifier node, which will allow us to detect when the projectile has gone off-screen, so we can remove it from the game accordingly. And finally, a particle explosion when it hits something.

Unlike last time, when we talked about NOT having multiple classes for enemies based on their root node, we do have a class for each type of projectile. This is because each type of projectile essentially acts very similarly, and it is easier to keep these things in mind. Whereas, enemies can have all kinds of unusual behavior, and it is harder to keep track of classes in this case (entirely due to Godot's way of handling classes).

Here is our entire lava bomb script:



The power variable at the top controls how strongly the projectile is going to be pushed by the physics engine, upon spawning it. The _ready() function is automatically called when the lava bomb enters the scene. Because we are extended from the RigidBody2D node, Godot gives us an apply_impulse() function that we use to push the projectile in the direction we want, with the amount of power we want. So, lava bomb is spawned in by the lava bomber, then the impulse is applied, pushing the bomb downward, at which point the physics engine takes over, gravity is applied every frame, etc.

We talked about body_entered signals last time, this is much the same. We do not have to create the explode_and_die() or damage_player() functions because they are already in our RigidProjectileClass script.

Well that is about it for the Lava Bomber enemy, and the Lava Bomb it spawns. Perhaps next time I can show you the graphics that will actually be in the game.

If you have any tips, advice, or ideas about any of the last several devlogs, please do post them. I am well aware that I am not the most experienced programmer, and I often stumble around blindly, learning the quirks of the Godot engine. But even if my methods are not the best, I make em work! Nothing more important than that.
Be the Sword - akyrahaiato
Hello there everyone!
I'm proud to announce that Be the Sword Demo has just received a major content update! New rooms, a whole new boss, and a lot of bug fixes from the previous iterations.

After a lot more work than I first foresaw, I finally have my update out! I'm so happy with how it looks, and I can't wait for you to play it too!

I didn't perfectly keep note of all the new things to provide a list, but I can quite confidently say you now have access to the whole Fullmoon area that will be present in the first game!

I am always working on updates and your feedback is always welcome!

You can reach me more directly and receive updates and teasers through my Discord server and use the Google Form for a more standardized questionaire.

I hope you all enjoy the game as it is, and I hope to keep making more content for you all and have the game finished and released to all of you as quickly as possible!

That's it for today, Akyra out 💙

BRAINSHELL - Neevox
Commanders, Recruits and Citizens!

Three days ago we released the first trailer for BRAINSHELL, and the response has gone far beyond what we expected. In just 72 hours the transmission has already reached over 20,000 views, and more than 1,000 of you have enlisted on Steam. For a first broadcast, this is nothing short of extraordinary.

Every enlistment strengthens the campaign, raises BRAINSHELL’s visibility, and pushes us closer to launch. Your enthusiasm confirms that the vision resonates: a human mind trapped inside a living missile, fused to steel and flesh, flying toward humanity’s end.

What This Means
  • Steam enlistments (wishlists) are vital to the mission.

  • Community signals and discussions, theories, and shares give weight to the project.

  • Transmissions will continue with glimpses into the control room, hallucination sequences, propaganda material and much more.

What’s Next
  • A closer look inside the missile’s control room.

  • New experiments with hallucination sequences.

  • A stronger push into the propaganda aesthetic.

Phase One has been completed successfully and the Lift-off has exceeded all expectations. From here the air grows thinner, the pressure heavier, and the journey stranger but together we will see how far BRAINSHELL can fly.

The BRAINSHELL Team

Sep 27
Hexabot Stranded: Defend Or Die Playtest - rockingprojects333
- added a demo scene when starting the game
- added a quality setting submenu to the main menu
Sep 27
Unto the Aurora - arboretagames
  • Fixed some scene loading optimization issues
Sep 27
Unto the Aurora - arboretagames
  • Fixed bug where fish would be locked on screen if fishing was engaged during scene change
  • Fixed bug where player could be teleported into the sea during the third level when moving between ships
  • Added some additional sound design in level 3
Conlutus - knight lovemer

We have hit 10 Lifetime sales for my first Indie game Conlutus!

I want to thank all of you who took a risk and got my little game. It helps me create my future projects and fund my livelihood!

I hope to return to this game one day to provide more levels and other free updates but right now my sights are set on bigger games to make.

Consider following me on steam to get notified about my latest releases.

Again, Thank you all from the bottom of my heart ❤️❤️❤️

Pochard Jamie - SOLARLAKE
Fix the language selection error in the plot.
Universe Has No Favorites - Trax
Fixed several minor bugs.
Manifest369 - michaelffmoore
The start car settings have been adjusted aswell as a sign in the power station to say where to get items from for the power station. Cars settings are still to be set to be more realistic.Some optimisations have been done.
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