WIP… Friday?! June 12, 2026

WIP… Friday?!WIP… Friday?!WIP… Friday?!June 12, 2026June 12, 2026June 12, 2026

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Hey, everyone! I’m here with another work-in-progress post! I’ve been programming all week on Atmocopter, so there’s not a whole lot to show off visually, hence the later-in-the-week WIP post.

Here’s everything I got done!

  • Made the player’s and enemy’s shots have a larger cloud displacer, and made clouds displace longer on projectile impact. This gives the player a little boost to help figure out what’s behind the clouds.
  • Rebalanced timing of the Hopbot-L enemy. It now stays in the idle-closed state for less time and in the idle-open state for a little longer so you can hit it more, but I also decreased the time between its attacks. The GIF below isn’t representative of the new timing, but I wanted to share him again because he’s so dang cute.

  • Fixed Cyclopter’s lightning attack knocking away hover platforms, which was pretty unfair.
  • Made Sentry missiles destructible. (Thanks to the player at VGM Con who suggested that!)
  • Made fan switch object always stop on first frame when deactivated. Some players were finding it hard to read what the object was if they had spun it a bit with wind from a fan and then pulled the fan away.
    Here’s the first frame…

    Versus one of the middle frames:

    The middle frames are much harder to read and also aren’t representative of the object’s collision!
  • And the biggest change: Bringing objects from previous rooms is now disallowed! While players found it fun to figure out they could grab and bring objects like hover platforms to the next room, it really ended up breaking the game flow too much. Now that this is disallowed, I feel much more comfortable having puzzles remain complete when the player dies and respawns. All the puzzle objects will still be there, but you won’t be able to take them with you!

I was hoping to get an in-game GIF of an animated tileset in action this week, but I ended up going down a bit of a rabbit hole of refactoring. The engine technically supports animated tilesets and would just need a few small changes to make them work, but I wanted to make sure my editor could also handle it. That lead to realizing that the asset importing code is really complicated and that the external asset refreshing code can’t make use of the asset importing code, so I’m currently working on changing it up.

So, let’s instead look at some animated tiles for the tileset via Aseprite!

Above, you can see some tiles with simple animated flashing lights. I don’t want to overdo the animated tiles! I’ve also redesigned some of the alternate tiles for this tileset. In the top left you can also check out a few tiles that are used in the editor! The green arrows are transition tiles that I use to mark room exits, and the skull is used to mark bottomless pits.

Above are a few more interesting animated tiles. This world is “Propulsion Lab,” so I figured it needed some fans and turbines! There are still a few tiles left to draw, so I’ll be working on that soon.

Long story short- Lots of cool stuff in the works for Atmocopter as I gear up for 2D Con later this summer! See you next week with our regularly-scheduled pixel art assets.

-Will