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.***
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.










I’ve hit it with the snailshell, and after that everything became normal…
I think you should go back and make a new claymation where your old characters meet a clay fpm or something…. that would be awesome. If you ever have the time
Aaaargh , i think there MUST be a hidden wall…
http://usera.imagecave.com/CssaBee/Pants/bug5.JPG
And i couldn’t make a screenshot of it, but rotated spiders are back:( But this time after the spider woke up it came off the “floor”, i mean it walked down.
CssaBee, it walked down, or just fell?
And I felt the same problem as zymn in .08
It is much better now…
Ahe. I put the shell on top of the level.
http://img522.imageshack.us/img522/5126/fpmanwinnerqj5.jpg
@gbuch: After it reached the end, it started to walk for a sec on an invisible slope then fell. Maybe I could say just fell, but it really seemed like walking down.
I found another bug (though this one is probably caused by the fact that you haven’t worked on the pausing). If you jump on a spider, then pause it immediately afterwards, the time limit to kick it, symbolized by the stars on its head, keeps going. It even gets back up. Doesn’t move, though.
CssaBee, the same used to happen a couple of betas ago when I jumped on the spider that is located on the platform above the cannon (a bit to the right, but NOT the one glued to the far right wall).
If it landed on the far left of the platform, it would transport itsefl an inch down, and stay with the stars for the normal time, and then fall.
I couldn’t repeat it in this beta, but I find it rather a coincidence that it used to happen exactly above where it is happened now…