There are a few fixes and changes I need to make before the new beta is passable for release.
Here is a screen shot of some of the progress:
IS OUR INBOX FULL !?!?!?! Leaving feedback in comments: 1. Helps me save memory in my inbox. 2. Helps us get new testers interested in testing for us.
Programmer
Joined on 10/28/13
Posted by MakeGamesHappen - December 15th, 2014
There are a few fixes and changes I need to make before the new beta is passable for release.
Here is a screen shot of some of the progress:
Posted by MakeGamesHappen - December 12th, 2014
Beta12 will be comming SUNDAY after I get it approved by the rest of my team.
New features:
1. Decal text on walls.
2. New enemy types that spawn from crates.
3. Some enemies have dialog lines.
4. Fancy Atomic Oribital pattern that grows as you collect orbs.
5. Locking gates that slide open if you have a key/orb to open them.
6. A variety of fixed glitches.
7. Really cool menu effect.
8. 50+ new levels with branching paths.
NOTE: The "ABC" level sets are the ones that experiment a bit with branching paths.
I wouldn't consider them finalized yet. If you find any soft-locks in the levels, let me know.
-John Mark
Posted by MakeGamesHappen - October 13th, 2014
TUTORIAL AT:
http://imgur.com/a/NxX77
http://imgur.com/a/NxX77
http://imgur.com/a/NxX77
http://imgur.com/a/NxX77
http://imgur.com/a/NxX77
http://imgur.com/a/NxX77
When building something great, you can't do it alone.
Right now, I need some extra help with level design.
If you contribute, I will put a star next to your name in the credits.
Marking you as a special contributor.
Every time I have different people make levels. I always see something new and interesting.
Everyone brings their own flavor of level design to the table. I would like to have more of that variety in
our game. With your help, we can make this happen.
Posted by MakeGamesHappen - October 5th, 2014
UPDATE:2014.10.08
If you know the answer to a question another tester posts on here, feel free to answer on my behalf.
Thanks @PopCornTester
Posted by MakeGamesHappen - July 16th, 2014
After about 6 months of thinking what technology I need to move to since flash is slowly dying.
(And Adobe is the one killing it)
I have decided to move to Haxe.
A year ago I messed with it with success.
My options were:
1. C++ and SDL
2. C++ and SFML
3. Unity with C#
4. Java
5. Haxe
Unity and C# was recommended by one of my super smart master student programmer friends.
However, I don't trust proprietary platforms. Unity will end up like XNA and Flash eventually.
I remember almost learning XNA, but I stayed away from it because you couldn't make games that would
play like normal X-box games. You had to go to the developer menu.
Which is bullshit if you are trying to sell your own games to normal consumers.
I messed around with C++ and SFML... It got a bit too complicated with all of the CMake stuff.
I am not that hard core. C++ and SDL was a bit complicated with the compiler setup and the
inclusion of the correct .DLL files. But it worked to the point where I was highly considering porting to SDL.
Even one of my favorite flash developers recommended this route.
I don't want to re-invent the wheel though.
And someone has already made a AS3 to Haxe converter.
And Haxe syntax is very AS3 like. Which means porting wont be too hard.
If I want to get a fast running desktop version of our game....
Porting to Haxe is the answer.
-MakeGamesHappen
(-John Mark)
Posted by MakeGamesHappen - July 15th, 2014
I am thinking of a "quick key rebinding" menu.
Here is how it would work:
You go to the menu and then it says:
"Press the key you want for Jump"
Once you press any key, it says:
"Press the key you want for move right"
You press a key, the menu continues.
ect. Thoughts.
Posted by MakeGamesHappen - June 15th, 2014
Realized our inbox was full after some of our testers messaged us via our news post.
I need to spend some time archiving my messages now. Problem will be fixed in 24 hours or less.
-MakeGamesHappen
(-John Mark)
Posted by MakeGamesHappen - June 5th, 2014
So, a few days ago I started giving myself an actual time schedule for what needs to be done.
I got these 3 menus done in the 3 days I estimated. Happy with that.
A lot of interactivity to these menus you can't actually experience with these pictures.
But the next beta will feature these menus.
Now answering the rest of my email before bed.
-MakeGamesHappen
(-John Mark)
Posted by MakeGamesHappen - May 14th, 2014
I've been helping Amanda get a job lately.
She is our P.R. person. Meaning, she is the one who is mainly supposed to be speaking with you guys.
While I mainly concentrate on code and answer emails when they get far too technical for her to answer.
Because of this, I feel like I have neglected newgrounds and my testers a bit.
I still reply to EVERYTHING. But as far as me personally seeking you out when we have updates...
I have been unable to follow through with that.
When Amanda finally gets a part time job, you may be hearing more from her.
But right now, I don't want to over-extend her by making her work on a project that we don't even know will be a monitary success or not.
P.S. Beta 8, which tests out some enemy designs, will be out in a bit.
You may have to delete your internet history to get it to work.
Flash is weird like that... F5 will not save you!
Unless it is F5 in internet explorer. Beause flash has some weird relationship/dependency with IE.
(Even if you use firefox or chrome or whatever. It is weird.)
I am ranting now. Goodnight/Goodday!
-MakeGamesHappen
(-John Mark)