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Sade Olutola
dirt enthusiast

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Cosimo Galluzzi
DEAR READER

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@ca-games
Animating the first boss
Getting beat up is fun. That’s why I added tumbling and toppling animations for both player and enemy should give some more life to fighting. I made a more close-up video to show the detail.
A quick video demonstration of Beelzebug in action. Showing some fighting and the rough beginnings of a passive ability system called “Disciplines”. In the video, we see “Iron Knee” lets the player kick projectiles back into the faces of the attacker.
A new scene for Beelzebug. Still in progress.
Early WIP physics objects
Poor fellas.
Lighting tweaks
Lighting
Adding some lighting from Godot’s 2D lighting system. This first level has some dim lighting, but some bright areas as well. It will get more dramatic as you descend further below the building. That’s when he real rodeo begins. Yeehaw.
Pokey
Lunge attack
Lumpy
New character and some new mechanics
Particle man
Getting some serious work done on this game while I have some free time. I have a lot of ideas and Godot has been outstanding so far, even with the occasional glitches. This is now going at a pace where I will be able to finish this.
Lots of animations
Brain is fried, but working relentlessly on this game. Made dozens of animations. Here are a couple.
Spikes
Dash and DashKick
Godot is a great engine. This new game is progressing really fast.
Effects
I’ve begun adding the Effects base class and their core functions. This first one is the “Pow” effect. Orange/yellow are player attacks. Pink/purple are enemy attacks.
More Beelzebug progress