It would obviously make things easier. I would need to have encountered every boss in the game to have on opinion on that though.
I'm currently waiting for the next beta and possible nerfs to get back to it. Meanwhile I thought of uploading this old playthrough of HOP!, brought back memories:
Hop! 2D : a simple yet not-all-that-easy 2D platformer with 2 control keys !
- Edited
Wow, I didn't know you recorded a whole game avec the first version of Hop, well done !
Latest news of Hop! 2D, beta 21 version should be available next week and I can confirm several new features of the game
- the most recent trajectory points of Hop will be visible on screen to add some juice to the game without beeing too overwhelming for the player
- an new training mode will allow to play the first levels of the game without losing any energy
- the energy loss of all bosses will be saved if you need to restart the level
- a whole new boss will await you !
More surprises to come !
- Edited
Hello everyone !
Here is Hop!2D's new beta 21 version ! (links and details updated in the 1st post)
Hop!2D beta 21 (french/english latest WIP version, 82% done)
- download Hop!2D beta 21 (Windows/Linux/macOS)
- play Hop!2D beta 21 online (itch.io, not from mobile phone)
BETA 21 is another big update with a new training mode (unlimited energy for the first levels of the game), a new boss, new levels, boss damage saving, many visible improvements and much work on enemy codes. If progress goes on as I expect, the complete version of the game will be ready by the end of the year and future releases will only deal with possible remaining bugs.
More detail below...
main menu with TRAINING (ENTRAINEMENT in french) choice added
new TRAINING MODE (infinite energy, limited to the first 9 levels)
INITIAL WORLD (MONDE INITIAL in french) menu with 1 more world... if you go far enough !
new functional boss !
same boss with its shield closed
changelog
- 4 new playable levels
- new training mode with unlimited energy
- detection boxes modified (slightly smaller for enemies/hazards, bigger for bonuses)
- 1 new boss
- 1 new type of enemy
- 1 new mechanism
- secret codes review
- boss code rewritten with damage saved if restarting the level
- 1 boss modified
- 1 enemy behavior modified
- visible Hop's trajectory
- CODE choice added in CONTINUE menu
- HELP menu extended
- post-victory level on progress !
- many levels modified (lower difficulty, scenery, issues)
- visual effects added (menus, enemies)
- sounds adjustments (volume, range)
- some sprites redrawn
- better english translation
- new thanks
- new functionalities in developer mode
- minor interface modifications
bugs fixed
- always restart in world 1 if "introduction" selected after "other world" in continue menu
- 2D sounds for boss 3
- boss 5 projectile grow speed no more linked to FPS
- some sounds stopped in mute mode (presentation, godotron, reptis)
- lighter blue color for teleporters/switches/lasers
- small visual fixes
- forgotten thanks added
coming up
- new regular, secret and boss levels !
- new types of enemies
- Edited
Big test today for Hop!2D !
I recorded a whole game of the work-in-progress BETA 22 version (from level 1 to the current last working level) to look for remaining bugs and it took me almost an hour and a half to finally see the "thanks for playing" screen ! I guess most players won't be patient enough to play Hop! 2D this way (they can restart from any already explored world anyway) but I have now a more accurate clue about its world : it's big enough ! (I did not explore secret worlds in this game).
85% of the work is done, the rest is just a question a time and testing (by the way, all new beta testers are welcome !).
1h30? That sounds like 100 stages!
I'll come back with more feedback when I have more time, can't wait to see the new content.
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GNU
Great !
I won't tell you the right number, you will have to find out by yourself !
Anyway, this video recording was really useful in many ways (a few minor bugs spotted, some needed energy bonuses added, new reference world times, ideas for the remaining levels to build). It also showed me XBox Bar is not the best solution to record replays, I always get sound issues with long videos. I completely forgot I had OBS Studio, which seems to work much better in comparison, I'll switch to it for future videos.
- Edited
Hello everyone !
beta 22 version of Hop! 2D is out ! (links and details updated in the 1st post)
Hop!2D beta 22 (french/english latest WIP version, 85% done)
- download Hop!2D beta 22 (Windows/Linux/macOS)
- play Hop!2D beta 22 online (itch.io, not from mobile phone)
For this new beta, I switched to Godot 3.5 and will use some of its features in future versions. Some (quite unexpected) bugs were spotted thanks to feedback I had about beta 21 version, obvious changes were made (Hop's ship is visible at the end of each world, tip arrows now move) and, of course, new levels were added. By the way, you can now reach a new secret world if you look in crannies and nooks...
More detail below...
Hop's spaceship
moving tip arrows
dead boss
changelog
- switch to Godot 3.5
- 3 new playable levels (84 in total)
- many levels reworked
- access to a new secret world functional
- Hop's spaceship visible at the beginning of each world
- new visual effects (moving arrows)
- "boss key" assignment changed (shift key)
- code modified and longer hurt state for bosses
- hazard collision masks reduced (lasers)
- complete bonus review
- many sprites reworked and new ones (reinforcements, scenery)
- additional sound effects (fire, moving platforms, idol)
- minor display modifications
- sound adjustments
- new thanks
- new functionalities in developer mode
bugs fixed
- no crash if Hop dies after boss 7 dies
- boss 5 attack now functional
- death of boss 2 corrected (frame, shock)
- Hop's mood modified in CONTINUE menu
- Hop's high ranks corrected
- signal translated into english in level 5
- minor scenery fixes
coming up
- new regular, secret and boss levels !
- new types of enemies
Hi !
Some news about Hop 2D's developpement... All is going well (BETA 23 will be available by the end of september and it will be a massive update) and I wanted to show you 2 new enemies of Hop. The first one uses camouflage to look like a block and unfolds when Hop gets near and the second one is a Hop-looking robotic boss.
Compared to the BETA 22 version, 1 secret world is now complete and 4 new levels are already working but I hope to build some more by the end of the month. for those who like numbers, here are some :
- 88% of planned levels are built and working
- 80% of planned levels are fixed and won't be modified
- 2 enemies and 3 bosses are still to be made
- considering my own best times, completing all existing worlds and levels takes me more than 1 hour
- I really hope to release the final version of the game by the end of 2022
See you soon !
- Edited
BETA 23 is on the way and will be out on the 25th of september. I'm currently polishing some details but I took some time to record a new demo which now covers both world 1 and world 2. A trailer will follow soon. Enjoy !
One extra option may come with future versions of the game : loading a saved game from the end of any explored level.
What do you think about it ? Do you think it is necessary ? Will this bring you to the game if you don't feel like restarting a whole world to go further in your quest ?
I'm all ears...
- Edited
Asthalis This will have the same effect as removing lives altogether. Personally, I think it's needed. I mean, when you look at modern games that try to feel "retro", they usually remove the life system in normal mode, while providing an old-school mode with lives involved. These options are kind of a standard nowadays since most players don't have the patience to go through the same thing again and again. Not to mention that it will allow more experimentation. Examples include "Streets of Rage 4" & "Crash Bandicoot 4: It's About Time".
However, I saw that you provided a practice mode already... I haven't tried it myself, but you might want to consider how it plays out along with the rest of the modes (i.e. with lives, or with no lives). Remember, having too many modes that are very similar could confuse players. So end note: make things concise and clear for the player.
(Btw, I checked out World 1 and half of World 2, and I'm planning to "officially" try all the levels available in the upcoming BETA 23... I'll be looking forward to it!)
Thanks for your message and tips !
The practice mode is limited to the 9 first levels of the game (so no encounter with an enemy or a boss), I thought of it as a first step for the player To handle Hop's jumps.
The saving system I intend to add to future versions will allow to save a game after any level is completed. I think I will get back to 3 lives instead of 5 currently.
This way, some players won't be bored or discouraged anymore starting the same séries of levels over and over.
Beta 23 will hopefully be out next sunday but work has already begun for beta 24.
- Edited
Hello everyone !
beta 23 version of Hop! 2D is out ! (links and details updated in the 1st post)
Hop!2D beta 23 (french/english latest WIP version, 90% done)
- download Hop!2D beta 23 (Windows/Linux/macOS)
- play Hop!2D beta 23 online (itch.io, not from mobile phone)
In this new update, most of the work is about new levels and linked features (6 new levels, 1 secret world now complete, 1 new boss, 1 new enemy type). I also did some polishing in the code and I think that 80% of already built levels won't change anymore. Among obvious modifications, lifebars look a bit different (kind of "Starcraft-like") and there is now a laser state visual reminder to ease the player's progress in large levels. Developer mode has been improved as well to speed up testing.
more detail below...
new lifebar
laser state reminder
changelog
- use of unique nodes (Godot 3.5 new functionality)
- 6 new playable levels (90% of the final game)
- 1 secret world complete
- many levels modified (80% fixed)
- 1 new boss
- 1 new type of enemy
- 2 enemy behaviors extended
- computer screens added and improved
- coins removed in training mode (useless !)
- lifebars with unique variable color
- laser state visual reminder added
- some elements brought to foreground
- experience rounded up to the next %
- 2D sounds for fans
- "boss key" assignment changed (ctrl key)
- 2D camera always active (scrolling)
- HELP menu overhaul (text, animation)
- some scene files renamed and reorganised
- some sprites reworked or grouped (moving platforms, scenery)
- ASTHALIS's times updated (world 4)
- experience calculus readjusted
- minor UI (language reminder) and scenery modifications
- new functionalities in developer mode
- new thanks
- useless files deleted
bugs fixed
- no crash if Hop dies after boss 7 dies
- boss 5 attack now functional
- death of boss 2 corrected (frame, shock)
- Hop's mood modified in CONTINUE menu
- Hop's high ranks corrected
- signal translated into english in level 5
- minor scenery fixes
coming up
- extra per-level game saving system
- new regular, secret and boss levels !
- Edited
A little progress overview...
In the next version of the game (BETA 24), an additional game saving option will be available at the end of each level. It is not implemented yet but here's what the new level stats screen (where you can choose to start next level or previously save your game) will look like :
A new GAME menu will allow the player to load a saved game, as well as the 2 other ways to play the game (choose a starting world among unlocked ones or use a secret code found in its levels) :
Next version will be available on the 30th of october, hopefully with new levels and other upgrades as well !
- Edited
Hello,
Hop! 2D's BETA 24 version is progressing well and will be a big update !
So far, I have built 2 new levels but, most of all, I have built and tested a new level-by-level game saving system. I'm glad to announce it works fine and that will be a big bonus for players who did not want to restart a full world to go further in the game. A lot has been done about the interface too. I hope you will like it !
Here's a screenshot of the SAVE GAME menu. As you can see, there are currently 4 slots to save games. Do you think it's enough for this kind of platformer or should I add 2 more ones ? (not a big deal at all if needed).
- Edited
disemq
Thanks for your comment, it's clearly intentional and I take it as a compliment !
The pixelated aspect comes from the basic resolution of the game (360x360, quite the size of old school arcade games), that is simply doubled when playing in window mode and, of course, even more in fullscreen mode. I also did not want to use too many colors and get a good readability. Hope it works this way !
Have you tried the game ? Though only 2 keys are needed to play, the challenge grows and grows every world. The next version of the game (BETA 24, check this thread at the end of next week) will allow the player to save his game at the end of any level (a clear request of Hop! 2D's testers).
- Edited
Hello everyone !
I will finally be busier than expected at the end of this week, so I decided to release this new BETA 24 version of Hop! 2D today, a bit ahead of schedule ! Hope you will like it. This new BETA is also a "birthday edition" : the first playable version of the game was released 2 years ago (crazy how time flies...).
Hop!2D beta 24 (french/english latest WIP version, 93% done)
- download Hop!2D beta 24 (Windows/Linux/macOS)
- play Hop!2D beta 24 online (itch.io, not from mobile phone)
2 big steps for this new update : first, most of the UI has been reworked to make it cleaner and easier to use (main menu clutterness is history) but, most of all, a brand new game saving system is now available at the end of each completed level, in addition to the pre-existing world-by-world progress saving. This is another way to play the game and, hopefully, a more convenient one for beginners or simply players who did not want to replay already explored levels after losing their last life. Although Hop! 2D is not complete yet (93% of it, so it's getting near !), more of you will now be able to complete all functional levels (3 new ones for this release and more on the way !).
more detail below...
Waiting for your screenshots !
new main menu
new end-of-level stats
new "save game" menu
improved world intro
improved game screen with coin gauge
changelog
- 3 new playable levels
- 2 new enemy types (hopivore, illusion)
- end-of-level statistics and game saving (6 slots)
- UI interface overhaul (display, hierarchy, symbols, bigger clock)
- new CAMPAIGN and OPTIONS menus
- new transition screens before boss levels
- circular gauge for collected coins
- management modified for computer screens
- Hop's spaceship visible in boss levels
- back to 3 lives at the beginning of each game
- trampolines optimised (graphics and code)
- 2D sounds for trampolines, switches and portals
- semi-transparent portals and laser gates
- structure reinforcements brought to foreground
- new visual effects
- many sprites reworked
- more detail in screen capture names
- music and sound adjustments
- many code optimisations (decoupled, simplified)
- new functionalities in developer mode (unlock all worlds)
- ASTHALIS times updated
- thanks updated
bugs fixed
- Hop's girlfriend silent in pause mode
- behavior of shooting enemies corrected (shots now at regular intervals)
- rare trampoline malfunction solved
- minor scenery fixes
coming up
- new regular, secret and boss levels !
- interface improvements