Guess what?
No really, guess what?
Yep, you guessed it! NEW DEMO!!
The link on the side has been updated, but if you can't find it. It's right here too.
Click me for the new Demo.
Or click me...
Just a note, remember if you played the previous demo and don't want to start over, be sure to NOT delete the "GameDetails.ini" file. If anything, just unpack this new version and move that ini over. All your progress will be here.
9/16/2009
9/12/2009
No post this week
That's right, no post this week...
And with that said, we'll get into this week's post.

Okay, so I could technically release the demo now... but I'm not. I want to fine tune something first, I have tomorrow free so I'll probably spend a good deal of time working with this. ^_^ I could have honestly had this demo done 2 weeks ago, but I just haven't been able to focus well lately. I sit down to try and create, but I can't get my mind into it. It's not a lack of creativity or inspiration, nor a lack of will to do so, just can't seem to focus lately. Fear not, I won't quit this, just a rough time and lots of major decisions coming up. (Could be moving... far away.) Game design hasn't been able to get my mind off it. Anyway I'll close this tag now. [/emo] On to the update.
New Demo soonerish
You: "STFU Joe, you've been saying new demo for over a week now!"
Me: "I'm sorry, I just fail, look at the title of this section."
You: "NOT GOOD ENOUGH!!"
Me: *cuts*
So really really soon... even though I've been saying that for awhile. XD HEY, I have a screenshot for you!
For those of you from RRR, you'll see a post update first before anywhere else when this new demo is released... this week! O_O omg, yeah, I'll make it happen... like I said, it's done, but it isn't. XD
New Techniques & Spells
You'll be getting a new set of spells at the end of the demo. Sorry I didn't make a place for them to be used, you do get a new Physical Technique mid way through though. It's a close range attack that does very high damage. Another nice side to it is it gets imbued with the active element and also does more damage the higher your hit combo is, so it can do a lot of damage. Uses quite a bit of Spirit Energy so multi-casting it can get costly, but a good way to get rid of something quick.
The new spells give you a lot more variety as far as offensive spells go. They cost a decent amount, but with creative use, can really rough things up. Some of them give a boost to mobility which give some nice game breaking possibilities.
Random Game Stuff
I got a chance to check out Muramasa: The Demon Blade for the Wii. I loved Odin Sphere for PS2, the game was repetitive, but the story telling was spot on and dramatic. The ending chapter was nicely done as well. I won't spoil it. Another thing was the art style and way it was executed, it was awesome to look at with all it's subtle animations. Which is what really sold me on it, not the visuals itself, but the way the colors and subtle animations were used.
Muramasa does the same with using that awesome art style. If you're into 2D hack/slash games, I recommend Muramasa, gameplay is better than Odin Sphere and not nearly as repetitive, but there is just one problem with the game... now I use the Gamecube controller set up. I don't know if the others provide a way to escape this, (I'll see if there's a control set up next time too) but "Up" is the jump button! WHY?! Arg! I don't like having to control my character's movement and jump with the same stick/button/hand. It's... annoying. I mean, I've semi/sorta gotten used to it, but still... *sigh* Hold on while I go *cut* myself again. This post is full of emo, I better end it now. I still say try the game out, but that one thing...
And with that said, we'll get into this week's post.
Okay, so I could technically release the demo now... but I'm not. I want to fine tune something first, I have tomorrow free so I'll probably spend a good deal of time working with this. ^_^ I could have honestly had this demo done 2 weeks ago, but I just haven't been able to focus well lately. I sit down to try and create, but I can't get my mind into it. It's not a lack of creativity or inspiration, nor a lack of will to do so, just can't seem to focus lately. Fear not, I won't quit this, just a rough time and lots of major decisions coming up. (Could be moving... far away.) Game design hasn't been able to get my mind off it. Anyway I'll close this tag now. [/emo] On to the update.
New Demo soonerish
You: "STFU Joe, you've been saying new demo for over a week now!"
Me: "I'm sorry, I just fail, look at the title of this section."
You: "NOT GOOD ENOUGH!!"
Me: *cuts*
So really really soon... even though I've been saying that for awhile. XD HEY, I have a screenshot for you!
For those of you from RRR, you'll see a post update first before anywhere else when this new demo is released... this week! O_O omg, yeah, I'll make it happen... like I said, it's done, but it isn't. XD
New Techniques & Spells
You'll be getting a new set of spells at the end of the demo. Sorry I didn't make a place for them to be used, you do get a new Physical Technique mid way through though. It's a close range attack that does very high damage. Another nice side to it is it gets imbued with the active element and also does more damage the higher your hit combo is, so it can do a lot of damage. Uses quite a bit of Spirit Energy so multi-casting it can get costly, but a good way to get rid of something quick.
The new spells give you a lot more variety as far as offensive spells go. They cost a decent amount, but with creative use, can really rough things up. Some of them give a boost to mobility which give some nice game breaking possibilities.
Random Game Stuff
I got a chance to check out Muramasa: The Demon Blade for the Wii. I loved Odin Sphere for PS2, the game was repetitive, but the story telling was spot on and dramatic. The ending chapter was nicely done as well. I won't spoil it. Another thing was the art style and way it was executed, it was awesome to look at with all it's subtle animations. Which is what really sold me on it, not the visuals itself, but the way the colors and subtle animations were used.
Muramasa does the same with using that awesome art style. If you're into 2D hack/slash games, I recommend Muramasa, gameplay is better than Odin Sphere and not nearly as repetitive, but there is just one problem with the game... now I use the Gamecube controller set up. I don't know if the others provide a way to escape this, (I'll see if there's a control set up next time too) but "Up" is the jump button! WHY?! Arg! I don't like having to control my character's movement and jump with the same stick/button/hand. It's... annoying. I mean, I've semi/sorta gotten used to it, but still... *sigh* Hold on while I go *cut* myself again. This post is full of emo, I better end it now. I still say try the game out, but that one thing...
9/06/2009
Yes, I did remember to do another post ^_^
Changes & Tweaks
Okay, we're getting ever closer to that next demo release. Busy weeks are busy though. x_x But anyway, a few more changes.
- You don't have as much knockback as before when taking damage. (I'm still tweaking this too, I may knock it down a bit more from the current change.)
- On that subject, you have a shorter flinch time. This mainly takes effect when you take damage in the air since you recover when you hit the ground anyway. For those that have the faster flinch recovery skill, you will still benefit from the skill and will definitely notice a way shorter flinch time.
- The skill "Flame Pillar" has a slightly higher spirit and element cost. (The damage output for this is quite insane.)
- The element cost of all the first elemental spells has been lowered slightly.
- The boss fight in Vegetable Garden has been made easier. He has a longer recovery time on his attacks and his Physical Power has been lowered slightly. (I think I said this once already.)
- The first boss now has a hit stun. Well all the bosses have one, I just realized the first didn't. Note: Bosses have a different kind of hit stun than normal enemies, but it's there.

Extra/Optional Level
A new one may not be in this demo, however if it is, note that I was frustrated this week so a lot of that frustration went into it. I hope you like losing over and over. That's right, I'm taking out my frustrations on you, the player. Enjoy.~ <3 (Remember, it's only optional) ^_^
Also the end boss of this demo will give you a run for your money. It is the first one to make use of every element as well as a constantly changing elemental weakness and Cripple Point. It has a Physical and Spirit Defense way off the chart compared to what you have faced, but don't fret, you can do it! Observation is the key to beating this one.
Okay, we're getting ever closer to that next demo release. Busy weeks are busy though. x_x But anyway, a few more changes.
- You don't have as much knockback as before when taking damage. (I'm still tweaking this too, I may knock it down a bit more from the current change.)
- On that subject, you have a shorter flinch time. This mainly takes effect when you take damage in the air since you recover when you hit the ground anyway. For those that have the faster flinch recovery skill, you will still benefit from the skill and will definitely notice a way shorter flinch time.
- The skill "Flame Pillar" has a slightly higher spirit and element cost. (The damage output for this is quite insane.)
- The element cost of all the first elemental spells has been lowered slightly.
- The boss fight in Vegetable Garden has been made easier. He has a longer recovery time on his attacks and his Physical Power has been lowered slightly. (I think I said this once already.)
- The first boss now has a hit stun. Well all the bosses have one, I just realized the first didn't. Note: Bosses have a different kind of hit stun than normal enemies, but it's there.
Extra/Optional Level
A new one may not be in this demo, however if it is, note that I was frustrated this week so a lot of that frustration went into it. I hope you like losing over and over. That's right, I'm taking out my frustrations on you, the player. Enjoy.~ <3 (Remember, it's only optional) ^_^
Also the end boss of this demo will give you a run for your money. It is the first one to make use of every element as well as a constantly changing elemental weakness and Cripple Point. It has a Physical and Spirit Defense way off the chart compared to what you have faced, but don't fret, you can do it! Observation is the key to beating this one.
8/29/2009
First Weekly Update
Not much to actually talk about for this week. Things are coming along though, and a new demo is definitely within sight. Possibly within 2 weeks!
I do have 2 screen shots to show!


You can click on the images to make them bigger. That's what she said... wait, that doesn't even make sense.
You know... adding in screen shots to this blog is kinda clunky. Anyway, I will have more to say next week... or maybe after work tonight. o_O
Random Game Stuff
I was watching my roommate play Majora's Mask on the virtual console and I suddenly had memories of when I first played that game. While not as great as Ocarina of Time, a certain part of the game always stuck with me.
It was that very first 3 days without the Ocarina. I remember how hectic those first 3 days felt. Here I was, stuck in an unfamiliar world without friends, stuck in a Deku Shrub's body, I have no clue what's going on and the only person who seems to be able to help me is a nut job mask salesman. On top of this, in 3 days this giant moon is going to crash right in the middle of this town that I can't leave because some asshole guards says its too dangerous for a lonely shrub to leave. "FML" says Link.
Apparently I needed to get on top of the clock tower, which only opens up on the night of some festival, which coincidentally happens on the same night the moon is going to hit the town. (no pun intended) Now when the tasks to actually get up there are put into perspective, its all incredibly simple, but remember, we don't know that. All we know is that we're alone, we don't know how to get up there and this moon is going to end the world. I remember the sense of dread that the time limit placed on me. Every moment counted, I frantically ran about trying to find someone or some clue that could help me get up there. A flying deku thingy will let me up there, sweet! But he wants a Moon Tear? wtf is a Moon Tear and how do I get one? Okay, go find a missing fairy, got that. Go find these 5 hiding kids... THE MOON IS GOING TO HIT IN LESS THAN 48 HOURS, WTF!! I just want to ask this guy in your hideout about a Moon Tear, stop hiding you little fucks! I'm sure you remember when a new day starts and it does that boom sound and shows you -24 hours remain- . I saw that when I had one kid left to find. Needless to say, I just wanted to find this damn kid. I find him finally, I've only got like 17 hours left. Damn it! Okay, I run in the hideout, piss off Skulltulas! Okay, look through this telescope... NO, give me the Moon Tear you old fart, we only have 12 hours left to live! I start to make my way to the flying deku thingy when just then, the doors to the clock tower open and the festival starts. Everything has this red tint, the music has this low creepy (and somewhat sad) tone to it and maybe... 2 people are out. Everyone is gone. The clock has disappeared and been replaced with a timer. I have less than 6 minutes left to get to the Skull Kid. I get the Moon Tear, and bring it to the flying deku thingy. Yay, he moved! I fly up to the clock tower and run to the top. I get bombarded with these 4 locations and bringing something here. Dude, we have 5 minutes left to live, wtf are you talking about. Now this section is actually very easy, the Skull Kid doesn't actually do anything here, but again, we don't know that, we're freaking out. 5 minutes to get my Ocarina back? wtf do I do!? Oh... just hit him with a bubble. I play the Song of Time and poof, I've suddenly gone back 3 days.
This whole first scenario was amazingly well done and a great introduction to the game. I liked the time limit the game had. It never got in the way even when playing through dungeons. It did give that sense that you needed to be quick. But seriously, if you slow down time, that's roughly 2 1/2 hours you have to complete a dungeon, which is more than enough.
I do have 2 screen shots to show!
You can click on the images to make them bigger. That's what she said... wait, that doesn't even make sense.
You know... adding in screen shots to this blog is kinda clunky. Anyway, I will have more to say next week... or maybe after work tonight. o_O
Random Game Stuff
I was watching my roommate play Majora's Mask on the virtual console and I suddenly had memories of when I first played that game. While not as great as Ocarina of Time, a certain part of the game always stuck with me.
It was that very first 3 days without the Ocarina. I remember how hectic those first 3 days felt. Here I was, stuck in an unfamiliar world without friends, stuck in a Deku Shrub's body, I have no clue what's going on and the only person who seems to be able to help me is a nut job mask salesman. On top of this, in 3 days this giant moon is going to crash right in the middle of this town that I can't leave because some asshole guards says its too dangerous for a lonely shrub to leave. "FML" says Link.
Apparently I needed to get on top of the clock tower, which only opens up on the night of some festival, which coincidentally happens on the same night the moon is going to hit the town. (no pun intended) Now when the tasks to actually get up there are put into perspective, its all incredibly simple, but remember, we don't know that. All we know is that we're alone, we don't know how to get up there and this moon is going to end the world. I remember the sense of dread that the time limit placed on me. Every moment counted, I frantically ran about trying to find someone or some clue that could help me get up there. A flying deku thingy will let me up there, sweet! But he wants a Moon Tear? wtf is a Moon Tear and how do I get one? Okay, go find a missing fairy, got that. Go find these 5 hiding kids... THE MOON IS GOING TO HIT IN LESS THAN 48 HOURS, WTF!! I just want to ask this guy in your hideout about a Moon Tear, stop hiding you little fucks! I'm sure you remember when a new day starts and it does that boom sound and shows you -24 hours remain- . I saw that when I had one kid left to find. Needless to say, I just wanted to find this damn kid. I find him finally, I've only got like 17 hours left. Damn it! Okay, I run in the hideout, piss off Skulltulas! Okay, look through this telescope... NO, give me the Moon Tear you old fart, we only have 12 hours left to live! I start to make my way to the flying deku thingy when just then, the doors to the clock tower open and the festival starts. Everything has this red tint, the music has this low creepy (and somewhat sad) tone to it and maybe... 2 people are out. Everyone is gone. The clock has disappeared and been replaced with a timer. I have less than 6 minutes left to get to the Skull Kid. I get the Moon Tear, and bring it to the flying deku thingy. Yay, he moved! I fly up to the clock tower and run to the top. I get bombarded with these 4 locations and bringing something here. Dude, we have 5 minutes left to live, wtf are you talking about. Now this section is actually very easy, the Skull Kid doesn't actually do anything here, but again, we don't know that, we're freaking out. 5 minutes to get my Ocarina back? wtf do I do!? Oh... just hit him with a bubble. I play the Song of Time and poof, I've suddenly gone back 3 days.
This whole first scenario was amazingly well done and a great introduction to the game. I liked the time limit the game had. It never got in the way even when playing through dungeons. It did give that sense that you needed to be quick. But seriously, if you slow down time, that's roughly 2 1/2 hours you have to complete a dungeon, which is more than enough.
8/25/2009
Weekly Updates Now!!
Okay, time for something a little different... I'll be making a post here every weekend! No set time for them, just know that they will be on weekends. The posts will be various news about the game's progress, fun little facts, and anything else I can think of, and maybe a screenshot! And if you're feeling like it, leave a comment about anything your heart desires at the time. Comments, suggestions, flames, whatever you want to throw at me. (As long as it isn't a spear.) O_O The posts will have sections so you know where to find the info you want and can skip the stuff you don't want to read. :P
Distorted Travesty Stuff
Sound Effects
In the process of adding in more sound effects... finally! You've probably noticed a lack of sounds on many things. If you played The Happy Fun Game, you know how I like to use abuse sound. Probably going to add in an option to turn sound effects off, it will be separate from music of course.
Teleport
A very much needed ability will be given after the Dusty Ruins. A teleport spell! It will teleport you to the World Map... Actually it probably won't be a spell, but just something you can do from the menu. It would be rather tedious to go to the spell menu, equip the spell, close the menu, use the spell, open the menu again and switch your other spell back in. o_O It'll probably (most likely) be a hot-key that can be used anytime the menu is open. A note about the teleport. It will be disabled at certain points. Boss fights, scenarios where you are trapped, etc. I'm actually contemplating on whether I should give it to the player just after Distortion. If I do, no worries about those who are past that point as it will automatically give it to you if you are past that point.
Saving Fact
On that note: Save data is and will always be able to be transferred from one demo version to another. This wouldn't be possible had I stayed with GM's built-in saving function, it's pretty crummy.
Fun fact: I didn't want to get rid of the option of saving anywhere. But with this new way of handling save data, I couldn't have it from the menu, it would've caused some pretty nasty issues. The save room gets rid of any issue of map loading errors and random mishaps and also keeps the player from saving after every single obstacle in rooms. (Remember the option "Load from Last Save"?) Again though, I didn't want to get rid of being able to save anywhere, which is why you'll generally find a save door at the beginning of every room.
Check Points
Another thing I might add, but I'm leaning towards no on this, is check points in levels. Meaning that if you get to that point, you can return to that spot if you say... returned to the world map. If I do decide to do this, I'm sure you'll know the checkpoints when you see them. They'll be a familiar sight. :P
Stuff
Wow, that was a real update and didn't include anything from my personal life. Btw my roommate has an old fat cat that is funny to watch when she walks around... opps.
Distorted Travesty Stuff
Sound Effects
In the process of adding in more sound effects... finally! You've probably noticed a lack of sounds on many things. If you played The Happy Fun Game, you know how I like to use abuse sound. Probably going to add in an option to turn sound effects off, it will be separate from music of course.
Teleport
A very much needed ability will be given after the Dusty Ruins. A teleport spell! It will teleport you to the World Map... Actually it probably won't be a spell, but just something you can do from the menu. It would be rather tedious to go to the spell menu, equip the spell, close the menu, use the spell, open the menu again and switch your other spell back in. o_O It'll probably (most likely) be a hot-key that can be used anytime the menu is open. A note about the teleport. It will be disabled at certain points. Boss fights, scenarios where you are trapped, etc. I'm actually contemplating on whether I should give it to the player just after Distortion. If I do, no worries about those who are past that point as it will automatically give it to you if you are past that point.
Saving Fact
On that note: Save data is and will always be able to be transferred from one demo version to another. This wouldn't be possible had I stayed with GM's built-in saving function, it's pretty crummy.
Fun fact: I didn't want to get rid of the option of saving anywhere. But with this new way of handling save data, I couldn't have it from the menu, it would've caused some pretty nasty issues. The save room gets rid of any issue of map loading errors and random mishaps and also keeps the player from saving after every single obstacle in rooms. (Remember the option "Load from Last Save"?) Again though, I didn't want to get rid of being able to save anywhere, which is why you'll generally find a save door at the beginning of every room.
Check Points
Another thing I might add, but I'm leaning towards no on this, is check points in levels. Meaning that if you get to that point, you can return to that spot if you say... returned to the world map. If I do decide to do this, I'm sure you'll know the checkpoints when you see them. They'll be a familiar sight. :P
Stuff
Wow, that was a real update and didn't include anything from my personal life. Btw my roommate has an old fat cat that is funny to watch when she walks around... opps.
8/23/2009
Whoa, an update
Wow, look at this, an update! Well I'm back from my summer job, (For 2 weeks now.) which was amazing I must add. Being a camp counselor is a pretty amazing job. Lots of work, but very rewarding, plus the kids are awesome. But anyway, you're not here for back-story...
A new demo may be released soonish, depending on how much time I get to work on it.
Some minor/major things changed/fixed.
- The "Load From Last Save" option now works in the Game Over menu.
- Hitting "Esc" doesn't immediately close the game now. You will have a prompt message.
- Holding up on the Save Point will not result in it multi-saving.
- Getting a Game Over has a somewhat different effect. (No changes to functionality, just a visual makeover.)
- The low health warning on screen is a little different. (Can still be turned off.)
- The higher your hit combo, the more damage your physical attacks deal. (It gradually builds.)
- Various minor makeover things that you probably won't notice. XD (Moved a few enemy spawn points by a few pixels here and there.)
Air Dashing
Some time during the game, you will gain the ability to Air Dash. To execute, hold up or down when pressing jump in the air. It takes up 1 Dash Point and can only be used once till you hit the ground again, however, if you hit an enemy while airborne, you can Air Dash again, allowing for virtually unlimited dashing without touching the ground.
Other Stuff
As always, new enemies, bosses, levels, and more! New characters introduced in a new city which will add more to the story.
A new demo may be released soonish, depending on how much time I get to work on it.
Some minor/major things changed/fixed.
- The "Load From Last Save" option now works in the Game Over menu.
- Hitting "Esc" doesn't immediately close the game now. You will have a prompt message.
- Holding up on the Save Point will not result in it multi-saving.
- Getting a Game Over has a somewhat different effect. (No changes to functionality, just a visual makeover.)
- The low health warning on screen is a little different. (Can still be turned off.)
- The higher your hit combo, the more damage your physical attacks deal. (It gradually builds.)
- Various minor makeover things that you probably won't notice. XD (Moved a few enemy spawn points by a few pixels here and there.)
Air Dashing
Some time during the game, you will gain the ability to Air Dash. To execute, hold up or down when pressing jump in the air. It takes up 1 Dash Point and can only be used once till you hit the ground again, however, if you hit an enemy while airborne, you can Air Dash again, allowing for virtually unlimited dashing without touching the ground.
Other Stuff
As always, new enemies, bosses, levels, and more! New characters introduced in a new city which will add more to the story.
5/06/2009
Secret Levels & More Updates
Secret Levels
Everyone likes secret levels and what platformer would be complete without them? Distorted Travesty is no different. Extra/Secret levels will be placed around the world. The first will open up automatically after the completion of the Old Castle level.
These levels are completely optional for progress, but completing them will give you extra goodies. On that completion note, the extra level's themes will be chaos. Their difficulty will be much higher than the surrounding areas.
Yeah I know, lame update. Bite me! :P Oh wait, I edited more into this post, not as lame, still lame, but not QUITE as lame... you can still bite me as well.
Lag Issue Fixed
Yep, if you were experiencing some lag in the bigger maps, namely the first area of the Diluted Mansion and the first area of Distortion, you shouldn't anymore. The game now runs much faster due to a new check being done before drawing sprites to the screen. (Actually the issue was sprites being drawn while offscreen.)
Change Screen Size While In Windowed Mode
I've had a some feedback from Vista users (and seen it) that fullscreen looks really bad, but most of the Vista users are using screen resolutions of like 1600x1200 and higher, so the game window is very small. Sucks for both ends. I sympathize and have found a fix for this. Anytime while playing, (excluding the title screen) you can press F3 and toggle the window size between 1x/2x mode. It just doubles the pixel size without flipping it out. (Game Maker typically blurs pixels when going full screen, but for some reason in Vista, it looks really jaggy and nasty.) Hope this little add-on helps. You'll see it in the next demo release.
Everyone likes secret levels and what platformer would be complete without them? Distorted Travesty is no different. Extra/Secret levels will be placed around the world. The first will open up automatically after the completion of the Old Castle level.
These levels are completely optional for progress, but completing them will give you extra goodies. On that completion note, the extra level's themes will be chaos. Their difficulty will be much higher than the surrounding areas.
Yeah I know, lame update. Bite me! :P Oh wait, I edited more into this post, not as lame, still lame, but not QUITE as lame... you can still bite me as well.
Lag Issue Fixed
Yep, if you were experiencing some lag in the bigger maps, namely the first area of the Diluted Mansion and the first area of Distortion, you shouldn't anymore. The game now runs much faster due to a new check being done before drawing sprites to the screen. (Actually the issue was sprites being drawn while offscreen.)
Change Screen Size While In Windowed Mode
I've had a some feedback from Vista users (and seen it) that fullscreen looks really bad, but most of the Vista users are using screen resolutions of like 1600x1200 and higher, so the game window is very small. Sucks for both ends. I sympathize and have found a fix for this. Anytime while playing, (excluding the title screen) you can press F3 and toggle the window size between 1x/2x mode. It just doubles the pixel size without flipping it out. (Game Maker typically blurs pixels when going full screen, but for some reason in Vista, it looks really jaggy and nasty.) Hope this little add-on helps. You'll see it in the next demo release.
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