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License: Other
Home Page: https://angvil.de
License: Other
On touchscreens there is no way to continue to the next level. We should add some kind of button for that.
my fingers hurt, especially if I need to duck jump forward!
so we have more obstacles to avoid
Maybe Kenny could help us here?
https://www.kenney.nl/assets/interface-sounds
so we have more obstacles to avoid
Should be two sounds, maybe search for them here: https://opengameart.org
Don't forget to add to the credits in #42
may fix it: save settings in settings script and always load the global settings values
bug or intended?
I heard there are a lot in game over or baselevel...
We do not catch that at the moment
maybe show also the git commit hash?
the animation assets are already prepared for this in the tilemap.
The main menu should use the following code to decide if the controls should be switched on or off by default
if OS.get_name() in ["HTML5", "Android", "iOS"]:
if OS.has_touchscreen_ui_hint():
The user should afterwards be able to switch it on or off how he wishes.
hud.gd should then use the setting to determine if the controls are visible.
Link is: https://github.com/ang-vil/angvil
Would be cool if you could click on it and it opens the github page!
dB is not linear
If the probability of enemy spawning would be a global variable in our Settings scene, then level designers could adjust this probability depending on where in the level you are.
option/setting to start a game without enemies and spikes
The text "you did it" is displayed, but you can't go to the next level afterwards. Even hitting some touchbutton like fire doesn't help
As far as I know @mychecknix is working on a brand new and cool singleton pattern to save all those globals!
I've used the jump sound from: https://www.kenney.nl
The license does not require us to do so, however we should appreciate his work!
License: (CC0 1.0 Universal) You're free to use these game assets in any project, personal or commercial. There's no need to ask permission before using these. Giving attribution is not required, but is greatly appreciated!
so we have something to shoot at
it works on spikes with a bad workaround (playing the sound directly in the spike scene) and it does not work in enemys, even with the workaround. godot what are you doing?
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