That joke is only funny for so long. Old jokes are ol... GAH, I keep doing it. Repetitive jokes are... NO!! Okay I'll stop. Been busy but not busy, but busy at the same time. Been enjoying it at my new home. But let's see, new game stuff...
Stuff on the Game
The Hideout area is done. Now I'm working on a few new systems and the next area which I will not reveal. Going to keep this one a surprise, it will be quite the humorous level though. It's the next Distortion level. The difficulty won't be too high for this one, but like I said, there will be plenty of laughs. You are all VERY familiar with what it is. In fact, every single person who reads this will have shared the experience with the theme this level has at some point in their lives... probably this exact moment... But I won't give anymore away.
Level Suggestion From You the Player
If you've been reading the comments from the previous post, then you know for sure now that there will indeed be a Megaman themed stage and it is coming up very close. I will keep as close to the Megaman style as much as possible. 1 hit kill spikes most notably, Megaman boss intro, and of course some sort of Megaman boss. Now I haven't gotten the tiles yet for this stage, and I haven't decided which Megaman stage to go with.
So now I ask all of you who read this, for input, which Megaman stage would you like me to use? I can use more than one too and split the stage into parts as well. The boss doesn't necessarily have to go with the stage, you guys can suggest a boss... or two as well.
I could possibly do a few (shorter) stages and have it set up a bit more like Megaman in that you have a choice of different levels to choose from. I'm taking suggestions for this section hasn't been set in stone yet. Leave your suggestion here, on the RRR thread (if that's where you came from) or email me.
thehappyfungame@yahoo.com
Also, I'll be making an extra level based on Megaman of course! This can use a completely different Megaman theme as well. This level will open up once the story related stage is completed.
11/06/2009
10/26/2009
California is pretty swe... oh right an update
The move went very smoothly, aside from a highway being blocked off and having to find an alternative route, so... yay! The area is awesome! Everything is close by and lively, it helps to live in the middle of the city and not out in the middle of nowhere. Hooray! Oh and the beach is awesome. There are lots of nice restaurants with surprisingly low prices around there too! Lots of things to see and do here!

The Game
Which by the way, you just lost! The game is coming along at a fair pace. A lot of new systems, so a lot of debugging this past week. Trying to make things efficient and lag free. And fixing up past areas that lag. (Distortion) Lowered the lag there a bit anyway.
Lots of new mechanics and level obstacles that will make many appearances in later levels.
There's finally music on the title screen. Very out of place music, but then again, when ISN'T something out of place with this game?
Not too much to say right now, I'll probably edit more into this later though. I want to thank everyone again for their comments and feedback, it helped me find a lot of bugs.

The Game
Which by the way, you just lost! The game is coming along at a fair pace. A lot of new systems, so a lot of debugging this past week. Trying to make things efficient and lag free. And fixing up past areas that lag. (Distortion) Lowered the lag there a bit anyway.
Lots of new mechanics and level obstacles that will make many appearances in later levels.
There's finally music on the title screen. Very out of place music, but then again, when ISN'T something out of place with this game?
Not too much to say right now, I'll probably edit more into this later though. I want to thank everyone again for their comments and feedback, it helped me find a lot of bugs.
10/15/2009
New Demo Before I Leave
Just a quick update, I've posted a new before I leave for California. It has a lot of fixes and some changes in response to the feedback I got. :)
The download links have both been updated! Thanks again for the feedback, it was a lot of help. Still a few issues need to be worked out, but this has a lot of fixes. And a new area too! Has the start of the newest area, you can play around in it a bit, but nothing too much there yet.
(I'm aware the keys hover over enemy health, I'll move that next time.) x_x
Enjoy! :)
Edit: Forgot to mention this, if you want to keep your previous data, move the GameDetails.ini file over to the new demo and you'll have everything you had before. (Thanks for the comment.) :)
The download links have both been updated! Thanks again for the feedback, it was a lot of help. Still a few issues need to be worked out, but this has a lot of fixes. And a new area too! Has the start of the newest area, you can play around in it a bit, but nothing too much there yet.
(I'm aware the keys hover over enemy health, I'll move that next time.) x_x
Enjoy! :)
Edit: Forgot to mention this, if you want to keep your previous data, move the GameDetails.ini file over to the new demo and you'll have everything you had before. (Thanks for the comment.) :)
10/10/2009
What a Travesty
Horrible puns are... ... ... bad. horrible Just a heads up, there won't be a post new week due to me moving. Going to get settled in with new roommates, apartment, new area, etc. The area of California I'm moving to is very nice and about an hour walk from the beach! :D Never lived by a beach or even in California for that matter. Closest for me would be when I was in school in Phoenix, Arizona. The move is pretty exciting for me, going to be a nice change as I seriously need one. Been wanting to move out of Texas for a long time. Not that Texas sucks, it doesn't, but I personally don't like it here any longer. It's time to move on... with this post!

Various Changes
- Water Barrier now lasts 1 1/2 seconds longer. Approximate Duration: 8.5 seconds
This is the final change on Water Barrier.
- Zephyr nows lasts 1 second longer. Approximate Duration: 13 seconds
One more note with Zephyr, it actually behaved incorrectly and has now been fixed. You may not notice a difference, but it now affects other objects properly. No more sending enemies zooming off the screen with it.
- Earth Shift now lasts 3 seconds longer. Approximate Duration: 15 seconds
- An enemy's current life total is displayed in the bottom-right corner of the screen when they are hit. It is displayed via percentage meter. This can be turned off from the options sub-menu.
- Resources loading into memory again after returning to the title screen has been fixed. No more memory wasting and sound loading errors.
- Various help boxes have been placed around the world in the form of what is called a "Binary Index". There are 2 types, one that gives hints/info about the game, the other is notes left behind by a mysterious character, which will give more insight on the story. The story related ones have distinct difference in appearance.
- New "Pointless Records" have been added, there is another page and 1 or 2 entries have been moved for consistency's sake.
Platforming Stuff
Some of you are going to love me and the others are going to hate me for what I've put in the game, or at least what one of the new areas I'm working on has in it.
Conveyor belts, these will add a lot of level design fun for me, as well as ways to screw you over. ^_^ They work with everything, you, your summoned rock, everything.
Some New Hurtful Enemy Types
This new area has some nifty yet potentially destructive enemies. One being a mechanical turtle that fires a laser from it's mouth. The screenshot above shows one. It may not look like much from what you see there, but this has infinite range until it hits a wall and is out in an instant. You must be out of it's way before it is fired. This will pose a nice threat on bridges and some platforming areas.
There's a few other nice ones, like spread missile launching mechanical turtles, laser sight scanner bots, scatter flame launching... well you'll see. Understand your spells and your dodging and you will be fine.
The new area isn't as densely populated with enemies and traps since backtracking through an area will come into play there. This will be the first of the dungeons that you are given a map for help. I noted on maps in a previous post, again, these work roughly like they do in Zelda. I've kept the map/compass system, I even used this in THFG. In this though, you can see which rooms you've been in and where game progress sensitive(GPS) points are. (Don't use that, it sucks.) Actually THFG had all that, except for noting where you've been. o_O
Other Game Stuff
Brutal Legend is released the day before I move. BLARG!! I've been looking forward to this game forever now. It's going to be the best thing since Psychonauts. It's okay, I played the demo and I will indeed be getting the game, I just need to wait a bit. It's not really a major concern of mine considering the obvious though. :P

Various Changes
- Water Barrier now lasts 1 1/2 seconds longer. Approximate Duration: 8.5 seconds
This is the final change on Water Barrier.
- Zephyr nows lasts 1 second longer. Approximate Duration: 13 seconds
One more note with Zephyr, it actually behaved incorrectly and has now been fixed. You may not notice a difference, but it now affects other objects properly. No more sending enemies zooming off the screen with it.
- Earth Shift now lasts 3 seconds longer. Approximate Duration: 15 seconds
- An enemy's current life total is displayed in the bottom-right corner of the screen when they are hit. It is displayed via percentage meter. This can be turned off from the options sub-menu.
- Resources loading into memory again after returning to the title screen has been fixed. No more memory wasting and sound loading errors.
- Various help boxes have been placed around the world in the form of what is called a "Binary Index". There are 2 types, one that gives hints/info about the game, the other is notes left behind by a mysterious character, which will give more insight on the story. The story related ones have distinct difference in appearance.
- New "Pointless Records" have been added, there is another page and 1 or 2 entries have been moved for consistency's sake.
Platforming Stuff
Some of you are going to love me and the others are going to hate me for what I've put in the game, or at least what one of the new areas I'm working on has in it.
Conveyor belts, these will add a lot of level design fun for me, as well as ways to screw you over. ^_^ They work with everything, you, your summoned rock, everything.
Some New Hurtful Enemy Types
This new area has some nifty yet potentially destructive enemies. One being a mechanical turtle that fires a laser from it's mouth. The screenshot above shows one. It may not look like much from what you see there, but this has infinite range until it hits a wall and is out in an instant. You must be out of it's way before it is fired. This will pose a nice threat on bridges and some platforming areas.
There's a few other nice ones, like spread missile launching mechanical turtles, laser sight scanner bots, scatter flame launching... well you'll see. Understand your spells and your dodging and you will be fine.
The new area isn't as densely populated with enemies and traps since backtracking through an area will come into play there. This will be the first of the dungeons that you are given a map for help. I noted on maps in a previous post, again, these work roughly like they do in Zelda. I've kept the map/compass system, I even used this in THFG. In this though, you can see which rooms you've been in and where game progress sensitive(GPS) points are. (Don't use that, it sucks.) Actually THFG had all that, except for noting where you've been. o_O
Other Game Stuff
Brutal Legend is released the day before I move. BLARG!! I've been looking forward to this game forever now. It's going to be the best thing since Psychonauts. It's okay, I played the demo and I will indeed be getting the game, I just need to wait a bit. It's not really a major concern of mine considering the obvious though. :P
10/03/2009
On Time This Week
Actually got a decent amount done on the system itself. Lots of little fixes and tweaks to help things go smoother.
Stuff
Got the rest of the next area completed. Just getting through it isn't too hard, except for one choke area. Trying to get all the pickups requires some finesse though. The boss of the area I wouldn't say is ultra hard or anything, but it'll definitely have you on your toes. It uses a few new things that you haven't seen before. It'll definitely catch you off guard the first time.
Various signs have been placed around the game to serve as little reminders and for random fun.
So this post isn't really about my game, but rather about someone else's game that NEEDS to be mentioned.
Other Games
I took a little break this week and played some other games... well one in particular really.
A game by Daniel Remar called Iji. This link takes you to his site.
It was also made in Game Maker and is very well done. I highly recommend playing this. I've actually played through it twice. The game is level based and linear like a lot of older games. But what you do throughout the game determines how the ending and various things play out in the game. There are consequences for your actions. I actually felt bad about those I killed throughout the game.
You play as a girl named Iji, who wakes up to find that her home (Earth) has been taken by an alien race known as the Tasen. She has been given a protective shield through nanotechnology and must find the Tasen leaders in hopes that she can convince them to leave Earth. I don't want to spoil anything, so I won't say anything else in that regard.
The game is an action-shooter. Eh... you know what, just click the link I provided, it tells you everything there. The game even has a wikipedia page. Definitely made it to the top of my favorite independent games.
Stuff
Got the rest of the next area completed. Just getting through it isn't too hard, except for one choke area. Trying to get all the pickups requires some finesse though. The boss of the area I wouldn't say is ultra hard or anything, but it'll definitely have you on your toes. It uses a few new things that you haven't seen before. It'll definitely catch you off guard the first time.
Various signs have been placed around the game to serve as little reminders and for random fun.
So this post isn't really about my game, but rather about someone else's game that NEEDS to be mentioned.
Other Games
I took a little break this week and played some other games... well one in particular really.
A game by Daniel Remar called Iji. This link takes you to his site.
It was also made in Game Maker and is very well done. I highly recommend playing this. I've actually played through it twice. The game is level based and linear like a lot of older games. But what you do throughout the game determines how the ending and various things play out in the game. There are consequences for your actions. I actually felt bad about those I killed throughout the game.
You play as a girl named Iji, who wakes up to find that her home (Earth) has been taken by an alien race known as the Tasen. She has been given a protective shield through nanotechnology and must find the Tasen leaders in hopes that she can convince them to leave Earth. I don't want to spoil anything, so I won't say anything else in that regard.
The game is an action-shooter. Eh... you know what, just click the link I provided, it tells you everything there. The game even has a wikipedia page. Definitely made it to the top of my favorite independent games.
9/30/2009
Thought I forgot?
Nah, I didn't forget. Busy days are just busy... moving preparations and all that. Two more weeks and I'll be moving, pretty exciting! Almost everything is done for the move though, yay! Now onto the update.

Various Changes
- The Cheese Garden level does not show when you have all the pickups, but they're in plain sight, you don't need the game to tell you for that level. :P (It's been fixed of course.)
- Knockback and flinch time have been reduced again... this time drastically. You will definitely notice a difference in the air. With Air Dashing, you can even save yourself from those dreaded bottomless pits.
For those that finished the new demo:
- You will have noticed that "Flood" acts awkwardly when you use it. Silly mistake on my part. (Fixed, and luckily it's at the end of the demo and not used for the game yet.)
- I changed "Blast Off" a bit. It's casting time is considerably shorter, but there is a cool-down for using it now. The cooldown is shown in mmo style next to your health. (Same as status changes, both good and bad.) This also kills off a lot of easily broken sections in the game. (However, the cool-down time for this is 3 seconds, if someone was able to keep their air time up that long, they could theoretically go as high as they wanted.) :P
Something some of you will find awesome:
The arrow keys are now supported everywhere. Movement, menus, everything. They can't be reconfigured, they just work on top of the normal configurable WASD.
Stuff
Yeah, I haven't really been doing much on DT this last week... for obvious reasons. So not really much of an update this time. :( Late AND short. :P

Various Changes
- The Cheese Garden level does not show when you have all the pickups, but they're in plain sight, you don't need the game to tell you for that level. :P (It's been fixed of course.)
- Knockback and flinch time have been reduced again... this time drastically. You will definitely notice a difference in the air. With Air Dashing, you can even save yourself from those dreaded bottomless pits.
For those that finished the new demo:
- You will have noticed that "Flood" acts awkwardly when you use it. Silly mistake on my part. (Fixed, and luckily it's at the end of the demo and not used for the game yet.)
- I changed "Blast Off" a bit. It's casting time is considerably shorter, but there is a cool-down for using it now. The cooldown is shown in mmo style next to your health. (Same as status changes, both good and bad.) This also kills off a lot of easily broken sections in the game. (However, the cool-down time for this is 3 seconds, if someone was able to keep their air time up that long, they could theoretically go as high as they wanted.) :P
Something some of you will find awesome:
The arrow keys are now supported everywhere. Movement, menus, everything. They can't be reconfigured, they just work on top of the normal configurable WASD.
Stuff
Yeah, I haven't really been doing much on DT this last week... for obvious reasons. So not really much of an update this time. :( Late AND short. :P
9/20/2009
Ha, I remembered
Time for another weekly update. Well things have been progressing nicely for the game this week. Coming up in mid October, I might be skipping a week or two as I'll be moving. Yep, going to be moving to California, where in California I will not say, but I will be moving. Its pretty much official at this point.

Keys
So you may have noticed that you can get keys and they are displayed Zelda style on screen and all that. You may be wondering why even bother? They haven't played much of a part for the game. Oh they will, I'm merely marking that a "key -> locked door" system is in place. There will be a very Zelda like dungeon coming up. I've even got a Zelda style map system made. This was actually made before Distorted Travesty was really started. The system is already coded in the game, it's just laying dormant for now. I would be very easy for me to lay out a map for every area, but that would be pretty useless as so far every area is very straight forward. Any area that isn't will use this map system though, and it even lets you know what rooms have items.
Item Locator
The Happy Fun Game had an item locator. DT will have the same and it will work the same as it did in THFG. When you enter a room, you will hear a chime if there is still a collectible or chest you have not found. It will be a mid to late game item.
Status Ailments
Another thing you may have noticed is an item that will make you recover from all status ailments. "What status ailments" you say? They will start to make an appearance, some enemies and traps will be able to inflict various nastiness on you other than damage. All of them are temporary and you will be able to see how long their effects last on screen.
These include, but not limited to:
Poison: Life drain.
Element Lock: Self explanatory.
Spirit & Element Drain.
Cripple: Yes, you can be crippled too.
Blind effect: Oh if only you knew the horrors that this will cause. (Near sighted would be a better term for it, but let's stick to terms we all understand easier.) :P
Other Stuff
I hope you all saw that TellTale Games was giving away the first chapter of Monkey Island for free. O_O I caught it at the last minute, my roommate told me about it. Yay!

Keys
So you may have noticed that you can get keys and they are displayed Zelda style on screen and all that. You may be wondering why even bother? They haven't played much of a part for the game. Oh they will, I'm merely marking that a "key -> locked door" system is in place. There will be a very Zelda like dungeon coming up. I've even got a Zelda style map system made. This was actually made before Distorted Travesty was really started. The system is already coded in the game, it's just laying dormant for now. I would be very easy for me to lay out a map for every area, but that would be pretty useless as so far every area is very straight forward. Any area that isn't will use this map system though, and it even lets you know what rooms have items.
Item Locator
The Happy Fun Game had an item locator. DT will have the same and it will work the same as it did in THFG. When you enter a room, you will hear a chime if there is still a collectible or chest you have not found. It will be a mid to late game item.
Status Ailments
Another thing you may have noticed is an item that will make you recover from all status ailments. "What status ailments" you say? They will start to make an appearance, some enemies and traps will be able to inflict various nastiness on you other than damage. All of them are temporary and you will be able to see how long their effects last on screen.
These include, but not limited to:
Poison: Life drain.
Element Lock: Self explanatory.
Spirit & Element Drain.
Cripple: Yes, you can be crippled too.
Blind effect: Oh if only you knew the horrors that this will cause. (Near sighted would be a better term for it, but let's stick to terms we all understand easier.) :P
Other Stuff
I hope you all saw that TellTale Games was giving away the first chapter of Monkey Island for free. O_O I caught it at the last minute, my roommate told me about it. Yay!
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