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| | Hello everyone! Time for devlog number #2! In the last week, we've implemented transparent walls and the player animation state machine. Max continued designing sprites for the game and Andrei implemented the bomb animations and it is working on some enemies. The next week I will try to implement and finish the UpgradeManager, a Singleton class that shall handle the dispatch player powerups. The transparent walls were implemented using Raycasts the wall will cast a ray in the up direction and if it detects the Player collider it will reduce it's alpha value to 50%, when the ray doesn't collide with anything the alpha values goes up to 100%. In the following picture the raycast is drawn with a red line:
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| | Games of 2022 continues with a look at Signalis.
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| That one time we tried to emulate our brains with computer chips