I found quite a few little bugs that I fixed over the weekend. I have a PC and android build both ready to be tested by people now.
Pretty soon, I’m going to put in some minor tutorial functions for new players. I’ve been so close to the game, that I’ve nearly forgotten that some of the functionality isn’t black and white. Kind of like how windows switched to Windows 8 style and confused a bunch of old people.
The gun auto equip is fixed.
The gun select now becomes available on first game completion.
Sound queues have been fixed in a couple strange scenarios.
The gun select and gun upgrade menus have been slightly simplified.
Some balancing has been done to a few of the levels.
Gun upgrade menu text fixed for different platforms. (Game Maker doesn’t like scaling this font)
A few upgrade splash screens and tutorial screens are probably next on the docket. After that, I’m considering adding more player skins for unlockables. I also hate to have to do it, but background colors may be desirable also, and I may be doing that….Really not sure on that one.
After that, new game modes.
I’ll probably do a little work on Kale’s game before I get to the game mode additions.
Until next time.
Time Spent Yesterday: ~2 hours
Today I did the final tweaks to make my game, to an extent, complete. It is a full gameplay loop and can stand alone. I would still like to add features, and likely will before considering it a finished product but the foundation is laid. I’m going to send it to a few friends for testing on other devices to make sure that text scaling and performance is alright. Maybe they can find bugs that I haven’t yet come across. I’m sure I’ll get some good feedback. My own eyes are getting a little tired of running the same levels over and over again. I need some fresh perspective.
Soon, I’m going to purchase a website, and get a video edited of gameplay to slap up there. It’s pretty exciting.
Until next time.
Time Spent Today: ~6 hours
I figured out what the slicer gun was doing! Bullets were hitting blocks twice before passing through. I gave the blocks a check to make them unable to take damage until 3 steps have passed. This makes the blocks only able to take damage from a bullet once. I should honestly put this check in the blocks for all of the guns. It adds precision, which is definitely something that I want.
The gun level menu has had the sounds changed to change pitch based on the level. It has an ascending pitch and varies from the basic click sample.
I need to get eating this burger now though.
Until next time.
Time Spent Today: ~3 hours
Taking a break yesterday definitely helped me feel refreshed today. I distanced myself from thinking about this game, and focused more on playing some games. It was a good idea.
This morning, I fixed an issue with gun stat credit totals being incorrectly positioned on different sized displays. It was a ghetto fix, but it did the trick. Instead of using a font, I created a sprite strip with the totals (since there are only 6) and plopped it into almost identical code to the text display code that I had previously. the only difference was changing the text display code to image_index and subtracting 1 since the index starts at 0. Problem solved. Now the credit total at the top…I’m not sure about that. I feel like Game Maker just doesn’t like the black version of this font that I’m trying to use. Racist ass Game Maker.
I also made some minor changes to some menu arrows. Basically just hid them when the menu isn’t able to be changed. I don’t want it to be confusing for no reason.
Now I just get the levels in order, modify the difficulty on some of them, change the gun equip menu to not show up until the game has been beaten, throw in a few extra sounds and I should be done with the Alpha. Woot.
Until next time.
Time Spent Today: 1 hour
Literally spent the last hour remaking levels that I’ve already made. I was able to knock out 30 of them. Only 10 to go. I’ll probably finish those off after work or possibly on my lunch break.
I’m seeing that some serious testing will be necessary to find out how the guns are going to fare on their specific levels. I currently have all unlocked guns available for all levels, so if I get caught up on something, I just jump in with another gun. That’s not the system I plan on having in place. I’m thinking more that each set of 10 levels will only be playable with a single gun until all gun specific levels have been completed. After that, you are awarded the “Gun Select” feature at the beginning of each level. This system is a little convoluted with the gun upgrade system that I have currently…I’ll have to figure something out.
Have to go to my paying job now. Boo.
Time Spent Today: 1 hour + ~5 hours
Ended up working on game stuff pretty much the entire night after work. Not what was originally intended.
I finished the levels, put in the music, made some minor bug fixes. I still have some more little things I need to do before I can release an alpha.
It seems as though adding music created some performance issues on my phone. I’m guessing it’s probably memory related. It appeared to work itself out when I cleared my running processes. My phone only has 1GB of memory, so it’s pretty crappy.
I gotta get to bed. I’m very tempted to skip work tomorrow…Really wish I didn’t need money.
So, to fix my levels issue, I had to open a backup that had the original 50 levels in it, screenshot every level to have a layout reference, then open one of the corrupted files, screenshot anything that had changed from the originals, then order the levels to the best of my ability, then delete all of the rooms in my original save and recreate them from scratch with the necessary names. It’s a big pain in the ass.
I got the screenshots, ordering, and 10 levels put in place with the correct names. I saved and reloaded to make sure the levels weren’t fucking up again. Everything is checking out so far. Tomorrow morning, I should be able to throw the last 40 levels into place.
I ended up with more levels than I had before. Lots more. I’ll probably tweak them a little bit and make them the hard mode levels.
I’m having an issue introducing new mechanics with the current level layouts that I have ordered atm. I’ll have to make even more new levels to ease the player into new mechanics without having to spell it out for them. I think it will make for a much more fulfilling experience, since it is kind of a puzzle game after all.
Oh yeah, and I made 2 new bg music tracks this morning…Not sure if I’ll use them though.
Well…I gotta call it a night right now. Until next time.
Time Spent Today: ~2.5 hours
I’ve been ordering the levels to make the game flow better, and make more sense with the gun arrangement that I’ve decided on. It was being quirky, copying names and room contents when I renamed rooms to a name that existed previously. Basically, I arranged 50 rooms, while creating a few new ones and getting rid of a few not-so-good ones. I saved often after I thought I had figured out a way around the quirky Game Maker bug. I reload from my save….and rooms are missing completely. Not only that, but multiple rooms have been duplicated under other names. So my rooms are completely fucked. Since I saved often, my backups through Game Maker’s auto-backup system are all fucked up too. The best backup that I have is before I renamed levels 41-50, so I still have the order and contents of those levels.
So…I’m going to have to recreate all 50 levels likely from scratch after copying all of the layouts from a backup I made on Friday morning before I started arranging levels. Quite fucked if I do say so myself.
I have submitted a bug report to YoYo Games. I lost so much work from this BS.
I made some loops for background music. I’ll probably have to make 1 or 2 more before I have enough that I’m happy with using in the game. Sandra likes them. I’m not 100% on some of them yet.
Tomorrow I’ll have to get on the grind of righting the fucking wrongs that Game Maker has done to me.
Quite bummed out.
Time Spent This Weekend: ~6 hours
Time Lost: 3-5 hours
Levels lost: # unknown
Today I said goodbye to an idea that seemed sweet, but was unable to execute as precisely as was needed. Goodbye Rick O’Shea. Your gun and levels will be missed. You just weren’t up to snuff. Don’t worry, you haven’t been replaced, only removed. So the total level count for gun specific levels will be at 50 which is how many levels that I currently have made.
In other news, I think I’m going to make a playable demo with 10 or so levels and 1 gun unlock. Maybe getting people to play the game will get my home stretch motivation up and running and get me to finish the game modes that I originally wanted to add. Right now I’m convincing myself to just do the 50 levels and call it a day. I really wanted to do 20 more and add a procedural mode though. I just don’t know. The added modes would require a good chunk of time to create.
Time Spent Today – ~30 minutes
Nitpicky shit today. Little minor tweaks for added bullet accuracy. I still didn’t get what I wanted done, but….I’m probably just going to leave it. The game plays.
I don’t know.
Today was a stressful day, and it didn’t help that I couldn’t solve the problem that I was trying to solve on the game.
I got some sounds and animations done for the rack blocks and also tweaked the rocket launcher so that it works like it’s supposed to….or at least I think it does. I’ll have to test it by starting another new game on the phone.
After I get the last levels done, I’ll make a video demo of the game in action.
Time Spent Today: ~3.5 hours
Not much time this morning. Still have to work for a living.
Made a new block I’m calling the “Rack” block. It can only be damaged after blocks attached on all four corners are destroyed. A rack block can be overlaid on any other block aside from the switch blocks. Got them up and running in short order this morning. Now all I need to do is add the animation, and they’ll be golden.
Until next time.
Time Spent Today: ~1 hour + 2.5ish hours
Worked on the game a little more after work. Fixed some little bugs with the rack arms and buffed the heal blocks so they heal faster. I also may have fixed the armored gravity blocks. The mechanics are not 100% what I originally envisioned, but it does make sense.
After those tweaks, I created 10 new levels, some of which are pretty challenging to get a gold ranking on.
I’m on the fence about the ricochet gun now. If I leave it in and fix it, I’ll need to make 10 more levels. If I take it out, I’ll only have to make advanced levels and the other possible featured levels that I’ve been thinking about today. Super secret. Alright, not secret. I was thinking challenge levels that, instead of getting a rank and being allowed 30 seconds to complete, they have shorter amounts of time to complete and you either finish it or you don’t. Challenge levels. The other idea was puzzle levels that can either give you a set amount of shots to complete, or only be finished by doing things in the right order. Both of these modes of play would be fairly simple to incorporate. The only other game type that I really want to add that may be difficult is the randomized rush levels. You get a set amount of levels (3,5,7) that are all randomized based on a difficulty setting that you choose. as soon as you beat one level, the countdown for the next level starts. At the end, your ranks are averaged together, and you get rewards based on your score.
I know I’ve said it before, but…soon. I’ll have something that could be called a game.