I missed the last two Weekly Game Update posts over the past two weeks.
Nobody even cared.
Oh man, the lols that were had.
Wondering why I split this intro into five lines?
So the image above would fit in well and look nice. Yeah… Anyway, let’s begin.
General stuff:
Alright, well, first off, why the delay? To be honest, I wasn’t feeling too productive three weeks ago. As a result, I purposely skipped writing a post the Sunday two weeks ago since there was no development to report on. Last week, however, this damn freak snow storm (in October, mind you) knocked the fecal matter out of my area and power was out for six days. No internet equals no Weekly Game Update post.
I did, however, spend the past seven days getting lot’s of work done, and even though a good majority of that work was “behind the scenes” (bug fixes, minor tweaks, etc), I feel the game has really come a long way from where it was the last Weekly Game Update post I made. Don’t believe me? Check out this bitchin’ “accomplished” list:
Accomplished last week:
- Added a hotkey for the eraser in the level editor.
- Updated the logo and menu buttons.
- Added more functionality to the level editor’s menu.
- Added a credits menu.
- When loading, a level dynamically changes certain tiles’ appearance depending on the positioning.
- Menus now support keyboard input.
- Cleaned up and optimized the GameSound class.
- Level goes to the main menu upon winning (temporary).
- Spikes have finally been tweaked and are no longer glitchy. They are also much more realistic / forgiving.
- Shooting spike blocks come in two varieties – slow and fast shooting speed.
- Added a new danger, “Electric Poles.”
- Moving platforms detect their bounds on initialization and ease in / out of these bounds.
- Added a new danger, the “Perimeter Spike” that creeps along the perimeter of walls. Kills player on contact.
- Added functionality for the Perimeter Spike to latch onto moving platforms.
- Added some time before the level restarts after all the players have been killed.
- Trophies detect floors now and can fall through the air.
- Fixed bug where player would “jump” at the top of a vertical-moving platform’s movement.
- Fixed a bug where player would “slide” while standing on a moving platform.
- Tweaked some graphics.
- Added functionality for the “Down” key, user’s can press it to have the player drop down off of a moving platform.
- Fixed a bug where players would occasionally not detect an upward-moving vertical platform and would fall through them.
- Fixed a bug where horizontal-moving platforms would “snatch” players off of vertical-moving platforms if the two shared the same space.
- Fixed a bug where user’s would find it difficult to have the player move left / right into a small 32×32 hole in the wall while jumping.
- General code cleaning / organizing and bug fixes / tweaks.
To-do this week:
- Have the level editor determine if an encoded level string is corrupted when it takes input from the user.
- Add TNT Crates as a new danger.
- Tweak HUD to display the number of living / killed players differently.
- Try to optimize the collision detection / moving platform detection as much as possible.
- Other miscellaneous bug fixes.
So damn, that’s it. That was a lot of typing there, jeez.
I’m hoping that by this time next week I’ll be ready to finally focus on making levels for the game. Currency will be so cash.
Screenshots next week (probably). Nothing too new to show just yet, like I said, a lot of “behind-the-scenes” work this past week.
Defective
One final thing before I finally end this friggen post.
I put Defective up for bidding about one or two weeks ago. If you’re a sponsor signed up with FlashGameLicense.com, go and check it out here.
Alright, I had enough.