Monthly Archive for December, 2007

Merry Christmas!

As much as I would have liked to have World 2 out already, being able to work less and actually enjoy the Christmas holiday has been quite nice. I’ve also been working on a few small things in the game that I wouldn’t have been able to do if I didn’t have the extra development time, if that’s any consolation.

Either way, Merry Christmas!

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Some real news

Alright, guys. I’m gonna do the classic good news / bad news deal.

Good news is I actually have a release date for World 2.

Bad news is, it’s not before Christmas.

I’ve been working like mad lately, with World 2 and Christmas stuff, I’ve almost burnt myself out. So I’m going to release on January 8th, there’s not all that much left to do, but I don’t want to be cutting corners or sleeping even less than I do now. Plus, you know, I wouldn’t mind enjoying the holidays with my family a bit, heh.

And in an attempt to get ya’ll to hate me less, a shot of what’s probably my favorite background in the game. It’s actually from the second level that was in the demo.

picture-1.jpg

But, this will be the final delay, as long as nothing goes terribly wrong, which it shouldn’t…

Beta .1, have at it.

Approximately 3 gajillion fixes in this one, so attack it and make sure I didn’t break anything else.

Off the top of my head:
- improved landing smoke and new cannon smoke animation (by James Kholamian)
- fixed that pause when you land while running
- fixed baddies rotating when coming into screen
- should have fixed baddies just floating in the air
- fixed where the stupid shell would skip forward while rolling off of something (you don’t know how much that bugged me…)
- tightened up normal wall jump
- that stupid teleporting thing should be FINALLY fixed
- LOTS more stuff

Beta .1

Beta .09, final (*crosses fingers*)

Alright, this should be the final beta. If something’s not fixed in here, chances are I either wanted it like that, or it would be too much trouble to fix. That doesn’t mean you guys can’t pillage through this version and make sure everything’s fixed, but unless it’s a major issue, I doubt I’m going to take the time to fix it.

My girlfriend’s been helping me on a wrap up page for the Beta, with all the bugs that were found, suggestions given, and what has been changed. Pretty much just a summary of everything that’s been accomplished during the Beta period. Huge thanks to her for all her help.

I’m trying to post this quickly, and I still need to paste all the new code from the working build over to the Beta build, so I’ll make a more official ‘yayz teh Beta is finished!’ when I make that wrapup page.

New features in this build:
- New spider animation, yes the old one looked pretty bad
- Slippery walls… Something I’ve been meaning to program for awhile now so I through some in there. Remember the ‘icy’ floor as someone put it? Well I finally remembered to color the ink over that, and now there’s ‘inky walls.’ This level doesn’t really take advantage of that feature too much, but you can still try it out. Jump at the walls with some upward momentum, no the real laws of gravity have no real effect here! It’s nice for going higher up the walls, or down quickly, as they’re slippery. You can press the direction away from the wall to get off of them quickly, making the section that I added them too able to be ran through even quicker now.

***To those new to the Beta, this is only a single level used for finding bugs in the code, though there’s a few new features to be found if you’re interested. There’s no goal to get the shell to, yet, but a few of the Beta testers have gotten the shell to the top of the level just for fun.***

Beta .09

Also, keep an eye on JayIsGames.com, they should be running a preview sometime monday, they even have some info that you guys don’t know about yet.