10/09/25:
Collectibles update:
- Drawn Cage sprite
- Made cage a static body that simply blocks sections from being accessed (collectible system basics)
- Made a script that based on global variables disables cages
- Cages look for specific variables with specific values passed as arrays in the editor
- Created Collectibles like system where
- Buttons now can change Global variables
- GlobalVariables.gd saves on a file variables that are set to true
- cage checks if its parameters (the global variables) are set to the desired value and hides itself if needed
- colors can be blocked by cages and unlocked once the player presses specific buttons
- Drawn Cage Sprite’s Normal Map
- Blocked Colors in the customizationMenu behind cages to stimulate players to explore the levels instead of just speedrunning them
- Added OneTimeButton boolean to button logic to have it disappear after being clicked if the scene gets reloaded
- OneTimeButtons write on a json in the .Morphbound folder in %appdata% their unique identifier and at _ready() check for it, if their id is already in the file, they hide themselves and disable collisions
- Finally fixed NextLvlButton Shader and color management.
- Various Optimizations
- VARIOUS BUG FIXES
- Playtest
- Hid Some CosmeticsUnlockersButtons
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Morphbound: Test in Progress (Early Access)
A Platformer? A PuzzleGame? An AI Escaping game? Surely an... experience?!
Status | In development |
Author | lexyDev |
Genre | Platformer, Puzzle |
Tags | 2D, Character Customization, Indie, Narrative, Physics, Pixel Art, Sci-fi, Story Rich |
Languages | English |
Accessibility | Subtitles |
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