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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