Post-Jam Patch #1
Wild West Rollout » Devlog
Heyo!
Wanted to patch the parts of the game that were broken, patch includes:
- Bigger hitboxes for enemies (doesn't guarantee jankfree)
- Level reload was broken and is now fixed
- Exit button was exchanged or removed
- Ammo crate drop rate decreased (to 10%)
- Ammo pickup fixed
- Bandit dodge speed decreased
- Snake movement speed increased
- Score calculations fixed
- Overheat bar cap added (previously endless)
- Enemy cap increases by 1 after every 90 seconds
- Small changes (horse position, reticle sprite, etc.)
- Petting enabled (left-click during countdown)
Will maybe add another patch with more content/different way of level progression, but depends on my freetime/motivation.
Cheers,
Cyanine
Wild West Rollout
Roll your revolver to victory!
| Status | Released |
| Author | Cyanine |
| Genre | Action, Shooter |
| Tags | Arcade, Cute, Game Maker's Toolkit Jam, Pixel Art, Shoot 'Em Up, Short, Singleplayer, Sprites, Western |

Comments
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Hi, sorry to bother you, just wondering if you could please explain or even upload the camera code? I'm attempting a similar camera style for a visual novel and the severe lack of online documentation is rough. Anything helps, cheers!
I know this is late and you probably have found a solution that works for you, but if not here is only the relevant part of the camera movement which is contained in the player script:
var viewport : Viewport var viewport_center : Vector2 var target_direction : Vector2 onready var camera := get_node("Offset/Camera") func _ready(): viewport = get_viewport() viewport_center = viewport.get_visible_rect().size/2 func _process(delta): # get direction from center of the screen to current mouse position var direction = viewport.get_mouse_position() - viewport_center # remap value range to 0-1 direction = direction/viewport.get_visible_rect().size.x # lerp to add delay and bounds to camera movement target_direction = lerp(target_direction, Vector2(direction.x, clamp(direction.y, -1, 0)), delta*10) # movement inversions transfrom in local space camera.transform.origin.x = target_direction.x camera.transform.origin.y = -target_direction.yYou basically take the center point of the screen and lerp the camera position to current mouse position with a clamp that defines your bounds. The relative camera position must be at (0,0,0) for it to work.
Hope that helps,
Cyanine
Very nice technique! Thank you very much!