Change Log for Improved Game Code
Version 1.1 (Gameplay Loop Enhancements)Added dash ability: Players can now unlock and use a dash move (activated with 'E' key) for faster movement and evasion. Includes cooldown and particle effects for visual feedback.
Introduced difficulty multiplier: Game difficulty ramps up over distance travelled, affecting enemy speed and spawn rates for a more challenging progression.
Added level progress tracking: Implemented a progress bar in the HUD showing advancement toward the next level (based on distance), with percentage display.
Enhanced enemy AI and spawns: Increased variety in terrain generation for better flow, with more frequent enemies and items in later stages to improve replayability.
Added enemy kill scoring: Defeating enemies now awards points (5 per enemy, bonus for big cookies), integrating into cookie score for better reward loop.
Version 1.2 (Graphics Improvements)Applied retro-modern aesthetic: Added CRT shader for scanlines and curvature, pixelated textures on platforms, and a fallback font if retro font fails to load.
Improved animations and visuals: Enhanced player and enemy animations with bobbing, wing flaps, laser effects, and dynamic mutations. Added glow on projectiles and items.
Particle system upgrades: Particles now have custom colours based on source (e.g., yellow for dash, red for enemies, brown for cookies) for better visual distinction.
Shadow and parallax refinements: Adjusted mountain and cloud parallax for smoother scrolling, added dynamic shadows under player and enemies.
Version 1.3 (UI and UX Enhancements)Overhauled HUD: Added semi-transparent backgrounds, progress bar at bottom, and indicators for power-ups like speed boost and swim ability.
Improved store UI: Buttons now have borders, glow, and max level indicators. Shop access button pulses when available.
Added pause and game over screens: Pause with 'P', game over with restart via 'R' key. Restart resets lives and game state properly.
Balanced UI elements: Fixed overlapping text, added alignment for better readability in shop and HUD.
Version 1.4 (Bug Fixes and Optimizations)Fixed PFont null error: Added fallback to Arial if custom retro font fails to load.
Removed unused variable warnings: Eliminated or utilized variables like on Ground in collision logic.
Syntax error corrections: Fixed missing parentheses in calculations (e.g., level Progress formula adjusted to (int)((distanceTraveled % 1000) / 10)).
Restart functionality: Ensured 'R' key on game over fully resets game state, including lives to 3 and clearing all entities.
Performance tweaks: Optimized nearby entity queries and reduced unnecessary draws for off-screen elements.
Files
Get Cookie Madness
Cookie Madness
Mario like game -2D- Procedurally Generated levels.
Status | Prototype |
Author | Christoph1996 |
Genre | Platformer |
Tags | 2D, mario, Procedural Generation, Retro, Singleplayer |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- Been testing out some new ideas and more fixes7 hours ago
- List of some issues ill try to fix!1 day ago
- New level! new enemies!1 day ago
- Devlog Update: Major Overhaul and New Features1 day ago
- Hotfixes incoming1 day ago
- Brain storming..1 day ago
- What went wrong, what went right .. .2 days ago
- Graphical Facelift - New Enemies, HIGHSCORES and more to come2 days ago
- Quick fixes2 days ago
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