Category: Super Fancy Pants Adventure

Fancy Pants Design: Combat

Let’s talk about some game design!

Fun fact, the last time I stuck my face in front of the camera was 7 years ago ๐Ÿ˜

Apologies for being woefully out of practice at actually looking at a camera. What do you guys want to see next? Interested in seeing how everyone responds to videos about games that are already out instead of still being worked on…

Don’t worry, we’ll be seeing some new content too ๐Ÿ˜€

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Anti-Anti-Skeuomorphism video rant

During the development of Super Fancy Pants, I just never had enough time to work on development videos, now that things are starting to settle down (wrapping up the Android build, woo!), I’d like to start up with some post-dev videos, especially since I’m still updating and adding things to the game (join the beta to get the latest builds!).

Figured I’d start off with the biggest design challenge for the mobile version: touch screen controls. It’s difficult to figure out the balance between keeping the controls out of the way, and giving players subconscious cues for button press-ability. I think I followed the anti-skeuomorphism trend a bit too far with the first release, so here’s a look at next update’s revised buttons.

I feel out of practice and the video might be terrible, but that’s just making me want to record another one soon, so there’s something (if I had a dollar for every time I said I wanted to post more videos…).

Anyways, anything you guys want to see? Tutorial style videos for the combat, movement, or guides for the more difficult challenges would be the obvious ones, let me know!

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Super Fancy Pants Update #1

First off, WE DID IT! After 3 years of development, Super Fancy Pants Adventure has launched on Steam!

Let’s Plays and reviews have so far been overwhelmingly positive. Hearing about how nostalgic players have for the series has gotten me choked up at points, and the enjoyment I’ve seen players get from the game is really what making games is all about for me.

A huge thank you to the No Good Terrible Game Breakers that have been helping track down bugs, and of course my family for dealing with my crazy addiction of making and releasing games.

Anyway, what’s in the update??

Game Freezing / white screen

Some older GPUs were not triggering the fallback rendering style in the game and just showing a white screen. I’m manually checking compatibility now, so this issue should be resolved.

Performance Improvements

Some changes slipped through when updating the framework, and the game ended up rendering everything twice, the new update should see a massive performance increase, especially on GPU limited systems.

All The Bug Fixes

So many fixes, guys. So many.

The Future

Everyone wants it, so it looks like local multiplayer is going to be the first major content update for SFPA. It’ll take some time to get the main levels working properly with it (lots of camera problems to solve), but I have a handful of test levels created during development that should work without much modification, so I’ll try to get something to test out multiplayer up sooner rather than later.

Also have some new multiplayer modes in mind that I think will be really fun ๐Ÿ˜€ I haven’t forgotten about multiplayer, just wanted to get the core mechanics of the game completed and polished first!

If there’s something you want to see in future updates, let me know!

And all updates are planned to be free, so no, World 5 will not be added to SFPA ๐Ÿ˜›

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Art in Motion

The gears are grinding behind the scenes, guys, I promise! To help with the wait, here’s a few new clips!

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More level art from Chris Gianelloni. Some levels are more cartoony, while others are more abstracted and… fragmented. I wonder why that is…

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And earlier section, drawn by Andy Debus, focused on the good ol’ momentum-based gameplay you know and love. Run down slopes to gain speed, jump off ramps and profit, you know the drill!

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Wasn’t someone pointing out unfinished slide pole animations earlier? This one’s for you.

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Despite completely overhauling combat for World 4, I went back and adjusted the stomp a few times to get just the right springiness. Because you guys deserve only the best stomping there is!

Probably owe everyone a follow-up Let’s Play video with final art, hmm…

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