Update v138 - End-of-level screen, colored checkpoints & bug fixes


Let's get the year off to a good start with this small update containing a number of improvements and bug fixes. ːsteamhappyː

There's no new content, just changes to improve the game's stability and enhance the experience for players in both single-player and co-op modes.

Here's the full list:

End-of-level screen

I've been wanting to create an end-of-level screen for a while now.

Here it is at last. As soon as you leave a level through the exit door, you'll come to this screen, which summarises your performance in the previous level.

Here's an example with level 25, which my son and I recently completed:


Once the totals are displayed, you can choose one of the following 3 actions:

  • Return to the map;
  • Repeat the level;
  • Move on to the next level;

Your progress is automatically saved.

This is an early version of the end-of-level screen. So it's possible that I'll make more changes in the future. If you have any ideas, don't hesitate to share them with me in comments here or via our socials.

Colored checkpoints

Unfortunately, the checkpoints did not change colour according to the colour of the dinosaur that reached them first. These minor bugs have now been corrected.

You'll now be able to run at full speed to be the first baby dino to reach the checkpoint and see the flag in your dino's colours.


What's the point? For fun, and even to show off.
It's up to you, but above all, have fun!

Improvements

  • Bubbled players will now bound to left or right of viewport when they are too far from alive players. They won’t disappear off screen. They will always at least stick to the extreme left or right of the screen so that they are always visible;
  • A heart will now remain if the player collecting it already has 3 lives, allowing other players with less than 3 lives to collect it;
  • Removed Twitter (R.I.P) and Newsletter social links from start screen. Mostly unused from players. Plus I no longer want to use X. You can find me on Bluesky instead. I often share news and my progress about the development of the game;
  • Reworked stun and sleep animations to fix a couple of bugs related. No more additional objects creation every tick. This should fix lots of issues and enhance performance in bigger levels with up to 4 players;
  • Fixed some steaks not falling down after crates being destroyed at end of level 11 (1st beach level with crabs);
  • Changed old studio logo to new one on Loading page. Thank you, Solluco for the art;

Bug fixes

  • As reported by nebelpelz, it was possible to fall down from a bridge in level 27 and get stuck. I couldn’t reproduce the bug yet, but in the mean time I removed the invisible solid ground as a quick fix so that if dino falls down here, he will die and the level will restart;
  • Sometimes moving the analog stick while overlapping a door unintentionally makes the player quit a level. I removed the ability to do so. Players can use Y button or up arrow from directional axis on gamepad to enter a door and finish/exit a level;
  • When a npc level was already completed, dialogs were auto skipped and npc already started its actions. This leaded to some bad experiences such as in levels with npcs and boss fights. There was no real added value here so this feature has been removed as of now;
  • Removed deprecated Construct features from project to keep project compatible with future releases of the engine;

Now it's time for me to start working on the next content update:
- The boss of the cave;
- World 4: Snow;

Thanks for reading so far.

Talk to you later,
Antoine G.

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Files

BabyDinoAdventures_v138-037_nwjs-60_linux.zip 300 MB
31 days ago
BabyDinoAdventures_v138-037_nwjs-60_mac.zip 146 MB
31 days ago
BabyDinoAdventures_v138-037_nwjs-60_win.zip 254 MB
31 days ago

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