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  1. Will be submitted to apple today. Here are the notes: HUGE UPDATE: New Additions: Added GameCenter Compatibility!! Achievements have been added 13 achievements worth 725 points more to be added in following updates with new content Leaderboards have been added With the addition of Leaderboards all players stats of Max Number of Endless rooms reached has been reset to 0. First leaderboard is to see who can clear the most rooms in endless mode. Play against your friends and the world. There will be more leaderboards added in the future for new game modes. Can also Challenge friends To access Achievements and Leaderboards click on the Icon in the options menu Completely Overhauled the SOSopedia New Background Re-wrote some text for better clarity Added a TIPS & HINTS screen to the SOSopedia!! tips on playing straight from the developer. This will help you progress in the game. Created 2 new menu screens and Chapter 2 un-lockable to play anytime! Story Mode Now when you beat chapter 1 chapter 2 will be unlocked. You can select Chapter 2 and play that chapter without having to play through chapter 1 again. This will only unlock after beating chapter 1 post update. Beating chapter 2 now will unlock Chapter 3 when it’s released! Game Modes Endless mode is now located under here More Game Modes will be added next update!! if you have unlocked endless mode by beating game or paying 100 coins then all other game modes will be unlocked when released! These upcoming game modes will change the way you play the game! New Player Animation when you find a Special Item! Gameplay: Further balancing done on difficulty of beginning part of the game lowered the HP of NoGen, Patho, and Viral. Increased the chance of getting coins, half hearts and full hearts to drop from Germs when destroyed Boxes and Grass no longer drop hearts only coins and firecrackers. Lowered the speed of the fireballs from the Washing Machine, Firefly, and Chronic this will help you time you dodging skills and give a greater chance to get out of the way Adjusted the collision mask on the holes, so if you don’t accidentally fall in if walking to close. Radiation Power up now works on Chapter 1 boss and Chapter 2 boss, making this rare item even more powerful! Bug Fixes: Fixed info text for Heart Increase and Stamina Increase to reflect the new price changes Lighting effects were not being turned off in Endless mode if it was disabled in options, this is now fixed Fixed a bug where Endless mode was adding rooms to the max number of rooms cleared if you got game over and played endless mode again, this was fixed and all players have been reset to 0 for leaderboards. Re centered locked text for endless mode and added text Re centered text on no save file found for continue game visual improvements and optimizations made Next Update will Introduce New Gameplay Modes and hopefully iCloud backup!! View the full article
  2. Piece of things to come. Will bring a competitive aspect to the game. View the full article
  3. Hey All, The update has been submitted to Apple! Here is the changelog of all the changes. It turned out to be a pretty big update. Next update will focus on integrating GameCenter, Leaderboards for Endless Runs, Cloud backup, and Achievements!! Game is Completely and Fully MFI Compatible! Play the entire game without ever having to touch the screen with an MFI controller connected. Now when you connect an MFI controller the onscreen buttons no longer show No more blocking the view with your thumbs and buttons if you disconnect the controller while playing the buttons will re-appear Precise controls Can now control Title Screen, Store (Pharmacy), Option Menu’s, and Pause/Inventory Screen with the controller! All interactive objects like diary pages, signs, and medical supplies are controller compatible! Updated the Controller+ How To screen with updated description for the new controls Improvements Made: Adjusted the IAP it will now award 100 coins (from 50) every purchase Added new Shop (Pharmacy) Upgrade you can now unlock Endless mode using 100 coins Permanent unlock you can still unlock endless mode by completing the game, but now for those who wish to unlock it with coins can do so. REQUESTED CHANGE: Made some balance/difficulty changes Now the game starts off easy and progressively gets harder Each Germ type will slowly be introduced so you can learn their attack behavior HP of each Germ is lowered in their easy variant The chance for coins to drop has increased greatly in the easy rooms!! this way you can quickly earn some coins to get some upgrades that will make the harder parts of the game easier Hearts and half hearts have a greater chance of dropping during the easy rooms remember if you don’t need the heart come back for it later!! View the full article
  4. Hey All, This update was mostly focused on the MFI Controller. The game was playable using the controller at launch but was limited to just controlling the main character. Now the game is FULLY compatible with the controller. You can play the whole game, control menus, buy items, etc WITHOUT EVER touching the screen. Very exciting! Also the IAP now gives you 100 coins instead of 50. DOUBLE THE COINS!!! There is also now an option to unlock Endless Mode with 100 Coins! Or you can do it for free by beating the game. Last thing is difficulty balancing. I was getting reports the game was too hard and people could not get past the first room. So now the difficulty starts of easy and slowly gets harder. This will allow people to learn the mechanics, enemies, and how to play while earning coins and they feel like they are progressing. This update will be submitted to Apple tomorrow so you should hopefully have it for the weekend. Thanks All, Here is a video: View the full article
  5. Hello All, It is with an extremely heavy and painful heart to tell you that my precious Sarah has passed away peacefully on Saturday, September 1st. The game is now in memory of her. More details can be found on the main blog @ https://sos-cc.org The update, 1.2, was submitted to Apple today. Here is the change log: Updated the following screens in how to play section: Inventory, Inventory +, Interface, medical supplies, and Controls Updated the following screens in SOSopedia Boss, Hazards, Items, and Enemies All How To menu screens are now pop up windows instead of whole screen allows for better quality and a cleaner interface tap window to close when done Created Video (Graphic) Options to turn on/off graphics able to turn off advanced lighting this is a big performance boost to old iPhones and iPads if turned off able to turn on VSync this can help potential screen tearing. Only advised to turn this on for new iPhones and iPads as it takes lots of resources this is OFF by default able to turn off particles this will provide a performance boost to older devices when turned off fixed a bug where if you quit game it counted it as 2 played games in the stats menu now quitting a game does not count as a played game played game only counts if you get victory or game over adjusted hit animation when attacking germs to be larger in size so it stands out and has more impact adjusted shine animation when picking up items to be larger so it has more impact Fixed the text on the medical cabinet not overlapped with proceeded category Heart increase purchase text changed adjusted the text drawn to the screen decreased starting prices of ImmunoTherapy and Heart Increase in the medical cabinet ImmunoTherapy starting price is now 10 coins Increase Hearts starting prices is now 5 coins Reduced the cost of 2nd and 3rd permanent upgrade for Heart and Stamina Increase in the pharmacy 2nd upgrade now cost 50 coins and 3rd upgrade cost 100 coins updated splash screen Fixed a bug on the continue game option where it would still play title track and not appropriate chapter song Fixed a bug where if you un-paused the game with the quit dialog box open it would still be on the screen, this now no longer happens View the full article
  6. Update is now live!! Here are the changes: Optimizations and bug fixes now works on iPad mini 1st Gen, should also work on as low as an iPhone 6 further optimization will be done moving forward but it’s at least playable on older devices now also it now runs even better on newer devices! Added a Dialog Box to ask you if you are sure you want to quit game when selected from pause screen Fixed Endless mode not staying unlocked after you completed the game if you had beaten the game already endless mode will be unlocked after you update Fixed an issue with MFI controller that would give a fatal error if you tried pausing the game on Menu Screen, Transition Screens, and Game Over screens Fixed a bug where enemies were not being re-spawned from an already visited room from previous game Fixed a bug where the Item Icons would not appear on the onscreen buttons on a new game following a game over. Next Update will be further Optimizations for older devices. Will be including a graphics option screen to turn off advanced graphics for increased performance. Also plan on doing more updates with the MFI controller to give menu controls. Thanks to for downloading and playing and providing feedback. View the full article
  7. Hi all, For starters, I'm a beginner-intermediate game programmer that has made small games in both Unity and Game Maker, as well as plenty of unfinished larger-scope projects. I have a game concept that I want to start prototyping, but I'm having a bit of difficulty choosing an engine that would best suit my needs. The game is an "AI companion"-based action platformer, the scope of which is Shovel Knight at its most ambitious and Mario Bros. (the arcade game) at its most tame (a demo, basically). The two game engines I'm looking at are Unity and Game Maker Studio 2, although I'm more than open to any other 2D-capable game engines that have a development environment as advanced as those, especially one that uses C++ (UE4 Paper2D is another consideration). My initial thoughts are that, with GMS2, I would be able to get something workable out super quick (relatively speaking) and I feel that it has a better workflow for 2D than Unity. However, I've found that creating larger projects in GMS2 starts to get out of hand pretty fast, and the Game Maker Language isn't very robust, nor is it translatable towards other engines or languages. So for a large-scale construction of the game, I'd probably prefer Unity. Also, I'd imagine Unity has more tools for implementing AI, which this game would rely on heavily. Those are some of my thoughts. I would greatly appreciate any input anybody else may have on this topic! If you want something more specific to reply to, here are some more focused questions I have: Is GMS2 unsuitable for large-scale games (say, Shovel Knight, or maybe even bigger) or do I just need to learn project organization? Does Unity provide better tools for implementing AI in a platformer (if any) than GMS2 or is that mostly on me as the programmer? Are there any 2D C++ Game Engines with development environments similar to Unity and GMS2? If your answer to (3) is UE4, how does Paper 2D compare to Unity and GMS2? Thanks for your help!
  8. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

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    From the album: LGCK Builder

    © Francois Blanchette

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    From the album: LGCK Builder

    © Francois Blanchette

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    5.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    4.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    From the album: LGCK Builder

    © Francois Blanchette

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    From the album: LGCK Builder

    © Francois Blanchette

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    1.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  17. Undergroundies

    New Egg Skins

    From the album: Uagi-Saba Screenshots

    New Egg Skins
  18. Hey All, We now just finished week 20 of development. It’s amazing to actually see how much we have accomplished in 5 months, and to see what was in my head actually playable and alive. We are down to the last final weeks. I would like to have everything done in the next 2 weeks and by week 22 have the release build sent to Apple for approval. If everything goes as planned we will release the game on September 18th. With the first game content update arriving shortly after that. Wife is still in the hospital but she is on the road to recovery. Thank you to everyone for your thoughts and prayers, it has been a tough 16 days. Here is the Week 20 Change log: Completely re-hauled the options menu re organized, cleaned up, and changed some screenshots and text on the how to play category added an SOSopedia description of enemies, boss, items, and hazards all the enemies and bosses now have names! also the home of the games credits (these are not complete yet, just an empty screen right now) added audio section you can now turn off music and or SFX your own music can play in the background if you turn all audio off (both music and SFX) Added more sounds we almost have the sounds complete only need about 5 more SFX. Luis is wrapping up on that now. further testing on chapter 2 levels, making necessary tweaks and bug fixes as they are found. The entire randomization engine has been updated for Chapter 2. testing just needs to be done. fixed the loot drop % from grass, was too high. created pharmacy shop menu (Store) you can permanently increase heart by 1 (can be purchased twice, second time more expensive) you can permanently increase stamina by 1 (can be purchased twice, second time more expensive) upgrade the medical cabinet in game store to version 2.0. This lowers all prices by 1/2. start every run with 1 firecracker in inventory Only thing to add is the 1 and only IAP. This will be some in game currency for $1.99. Talking with DanaFarber on donating some of the IAP profits to them. Created Official Game Icon Added Game Stats to Game Over Screen (I am really excited about this, I like stats) shows how long your run was how many germs defeated that run how many germs defeated total and total amount of games played Created a new player sprite for item found will implement this animation shortly. Updated, Polished, and Completed all the secret rooms for Chapter 1. Created Boss 1 defeat animation and reward. Also transition to Chapter 2 complete Created sprite and object for fence piece in chapter 2 that leads to secret room updated pause/inventory screen with a visual for how to select items Next 2 weeks will def be busy trying to get the rest done, but in reality there really is not much more to do for the initial release. Thanks, Here is a video showing off the new layout in options. Showing the SOSopedia screens and the Pharmacy, store for permanent upgrades. Second video here is showing off the updated pause/inventory screen, final prices on medical cabinet before store 2.0 upgrade, and the game over screen with stats. I have a lot of hearts for debugging and testing purposes. View the full article
  19. Nexusrex

    It's back?

    Hello there guys! Hope it's all chill around. Been a while since I posted so I decided to give it a shot once again. Where is NinjaCube?! Well, it's not really a long story but anyway. After working on the underwater stage mentioned up above for a while I got to pause because I started feeling a bit of inability to continue on it and eventually started working on another level which takes place in a bit of a forest/cave area. Managed to make the first part of it and posted a GIF over twitter. Aaand then, my laptop got broken for almost two weeks. Had a bit of a 'I give up' stuff, but fortunately managed to get better gradually and had a few ideas and that sort of stuff. Finally back at the 20th with my laptop fixed and data alright, also did a backup ;P Uh, now what? After a bit of work on that level I started losing interest as well (And a lot of procrastination came in. Darn!). So I decided to go back to the underwater level, with new ideas and inspirations in mind as well as having the backgrounds with the boss ready, it would be a bit easier to start working. And here are some prototype, quite basic and normal enemies. I also am planning to go to some sort of gamedev con/gamedev gathering over here and show some of the progress, so wish me luck guys! ^^
  20. Hello, i know this is the most random thing, but i need help, i am trying to make an idle game myself and publish it, but i am learning code by myself, and i am really lost, i got stuck with a null reference exception error when i was refering to variables and functions from another script and i have been stuck for hours the references work in start and update methods but not in the method i am trying to make for my buy button, i tried alot and alot, i think i spent over 7 hours trying to figure it out and whenever i asked anyone on any forrum who could help they refused and one said and i quote '' this is the simplest error you may as well leave game development'' and i really dont want to i am working against my circumstances and studying against what my parents want me to study( i am 17) i thought maybe you could relate and help, if you can help me please message me and ill send the code so you can maybe take a look at it, thank you.
  21. Hey All, Sorry this is a day later than usual. It has been a crazy week. The wife is still in the hospital and had emergency surgery on Tuesday. Spent lots of time in the hospital and with kids. Got stuff done in the downtime. Here is the change log: adjusted lighting again I am going to change this next week. I am going to try implementing some shaders to give an even more realistic lighting effect. Chapter 2 randomization layout and 120 rooms COMPLETE! oh yeah boy! This week will be lots of testing of the rooms. adjusted shop prices so they increase by 2X amount after every purchase prevent spam buying added grey transparent background to in game shop so it’s easier to see added grey background to the GUI elements so they pop more and don’t blend into background improved collision engine. Now flying germs can fly over the holes in the floor. Ground type germs cannot go over holes. Items will not spawn in a hole and also fireballs now fly over holes. AHH PHYSICS! cleaned up game over screen so GUI elements are no longer present some improvements are slated for this screen like playtime, etc. fixed a bug so theres no longer a delay in animation when player reaches 0 health added splash screen to game Dedication to my wife, kids, and anyone that has had to deal with the shit of cancer. My family and myself’s heart goes out to all of you. if you have 0 quantity for an item in your inventory the icon now shows a red circle and ! Mark over the item. Just a visual element so you can quickly see you have 0 for quantity. Also image reflects in the assigned button. was asked buy my 8 year old daughter. She’s a good tester new pause icon Completely re designed Chapter 2 Boss my son roasted me hard on the original design LOL. It was very jittery and not smooth movements and was just plain bad. Good thing he did though as the new boss is KILLER! it’s now made up of 10 “bugs”. I have no idea what kind of bug this is I just created it and need to name it. They all follow each other in a figure 8 “infinity” path in the center of the screen. The first 5 enemies take 1 hit to destroy. When they are destroyed they will flash and then blow up. This forces the player to not stand in one spot and have to move around. The remaining 5 will now move much faster and require 2 hits to destroy. They also explode as well. Need to create an Intro for the boss but the son came up with the perfect intro so now I just need to create it, it’s going to be sick. Also I’m going to be throwing in some room hazards to make it even more interesting Created new potion: Chemotherapy. Sacrifice -1 stamina for +1 heart increase will you take the sacrifice? Will it serve a better purpose? New power up: Radiation: Destroy’s all germs in the current room. This power up is OP. For this reason this will be EXTREMELY rare. I mean very very rare. It completely destroys all enemies on screen when used. new environmental effect for Chapter 2: Rain pretty sweet particle effect. Firefly can now fly around the campfire as well as a bush. this prevents the player from hiding behind the bush to escape the fireballs from explosion. Started to add sounds. Not all of them are done yet. Sounds are being done by Luis. Check him out on twitter and instagram! @luismipv Instagram He is very talented and I’m very happy with the outcome of the sounds. Can’t wait to have the rest of them. It’s so exciting that the game actually has it’s own custom music and sounds. First video is showcasing the sounds, check this out and let me know what you think. Second video here is a sneak peak at chapter 2 boss! There are no room hazards here but there will be in final version: Thank you everyone and best wishes to all, till next week. View the full article
  22. Firestone Saga is now available, despite my urge to delay it again. I really like how it plays so far, but my inner perfectionist wants to do more. When designing a game without a true deadline, it's easy to fall into the trap of "if I add X, my game will be 10x better". That's a great way to start prototyping a game, but a terrible idea when you're two months away from release. Chasing the idea of a "perfect game" won't get you far. Instead keep focusing on what makes your game special and run with it. On top of that, adding new mechanics at the last minute will bring bugs that your players will eventually find. One of the hardest parts of game design is convincing the player to play your game. It's important to make your store page look enticing and clearly explain your game. Here's Firestone Saga's store page for reference. Every move matters in this fellowship, rogue-like adventure. Your imprisoned allies are counting on you to rescue them from the depths of the Firestone Cavern. To succeed you'll have to find the perfect balance of fighting to level up, exploring to find secret passageways, and running away in order to fight another day. Create your own route by blowing up every wall in your way. Strategically plan out your path before the floor crumbles into lava. Creatively strike down foes by knocking them back and earn combo kills. Swap between nine unique heroes while adventuring, each with their own specific skills and playstyles that make them a nightmare for the monsters that lurk in the caverns. Discover secret passageways filled with enchanted weapons and mountains of gold. Complete extra side quests and challenges to unlock new areas of the cavern. Help support us making Firestone Saga by downloading the beta. Follow us on Twitter for more updates.
  23. HiI'm a all-rounder innovator with the crazy idea to create a high school for children between 15 and 17 years old. We have already a school for children till 12 y.o. that focusses on developing their creativity. I am loaded with the development of the high school. But I don't know enough about designing videogames to develop a curricula. Are there some people interested in formal education that want to help me with this job? What does a boy or girl that wants to develop their creativity into the videogames world needs to know from scratch? What should the first steps be? how can we form a young game-developer that later can turn to be a professional? Do you know some cases of schools that do this job already? We are settled in Panama (the country). Please, let me know if there are some inspirated educators among you that want to be part of this adventure. Tnx
  24. Hey All, Very excited about today’s blog update. I have to say this is probably the biggest update we have had yet. So much work went into this update. Very long nights to get this done. The wife has started her immunotherapy treatment and we are hoping for the best on that front. Please send your thoughts her way.There was so much done that I have to try and remember everything: First up is World 1 which is now known as Chapter 1 is complete!! This was a monstrous undertaking to get done as quickly as we got it done. There was a total of over 90 rooms that have been created. Every time you enter a room it’s randomly selected from a pool of 20 rooms. (this will be expanded in an update. I coded the game in a way so it’s very easy for me to expand on this) . Then the germs (enemies) selected are completely random (the quantity and type). The breakable objects are randomly selected (quantity and location). The odds of getting a loot drop from enemies and boxes is random. Everything is random. The only thing not random are placement of room hazards (spikes, crates, holes, slime, and dryers). These have been carefully crafted and placed to make up the pool of rooms. However the type of dryer you get is random! Some dryers are specially marked (you have to figure it out) and will always drop loot (which is random of what type) when destroyed by a firecracker. Secret Rooms is now a thing! Every time you enter a room there is a chance that room will have a secret room branched off of it. You can tell by looking for cracks in the wall. If you see them blow it up with a firecracker and it will lead to a secret room. All secret rooms will have different contents. what you get will be completely random, it may be awesome or it may be not so awesome. Touch Controls optimized! FINALLY fixed a bug in the joystick that has been haunting me. It would become unresponsive if you were attacking or using another button before you moved with the joystick. This has been resolved and works very well now. Also increased the size of the top action button so it’s easier to hit. Lots of bugs were fixed that I found from making the new rooms and play testing. I think I put in over 10 hours of play testing the new rooms on my phone. Lots of code was also optimized during this process. Sounds. As you know currently the game has no SFX or Music. This is all about to change. Teaming up with @luismipv. Check out his work . He will be doing some sound work for the game. Huge shoutout to him for his help!! TESTFLIGHT!! The game has been submitted to Apple for the external testflight beta. As SOOOOON as they approve it (I heard for TestFlight it can take a couple days), it will be available for beta testing. If you are interested please send me your AppStore email so I can add you to the beta. Your help and feedback will be very helpful. We are so excited that we have reached public beta and are very anxious to get feedback from people actually playing the game. Damage! You now take half hearts of damage. This is total zelda style right here. If you get hit by enemies or fireballs you only lose half a heart! If you fall into a hole or get hit by a spike you take a whole heart, so watch out for those! This allows a little forgiveness with getting hit by enemies or fireballs and gives you a chance at survivability. Half Heart refills will be coming as a loot drop as well. Flying Germ (new names for the enemies are incoming by the way) has been updated! Now when he flies at you and hits you he will move away and not continue to chase you. This will give you time to run away after he hits you. Previously he would continually hit you and it was hard to escape. Toothache boss has had his health bar moved to the bottom of the screen. Increased the speed of the player. You now move faster. This gives a great feel to the game. Feels very smooth, responsive, and allows for quick maneuvering. Also along with that increased the speed of the roll (dodge, from beanie powerup). Now you can dodge and roll away from fireballs, spikes, and enemies much easier. It’s fun now just to run around and roll, has a great feeling to it! Item Rooms! Now before you get to the end boss there will be an item room. After you beat the enemies in this room a random item will appear. It could be very helpful or not helpful at all. Crates are no longer pushable. I was experiencing a nasty bug with having them interactive. I know a way around the bug but I don’t want to go this direction right now. For now I am using them as a blocking obstacle, however they are destructive with your firecracker. I will revisit these being pushable later when I have time, I want to concentrate on finishing everything else first. Bat reach is now longer. Extended the hit box to the very end of the bat. Now the player can hit the enemies with greater reach and knock them back. Now you can hit, dodge, and hit again! It’s very fun. Phew, I think that was everything. Was def a lot in just a weeks time. Next up is World 2. This should go fairly quickly. I will be introducing 1 new boss, 1 new germ, and 1 new room hazard. After that is complete I will be creating the menus (shop which is known as the pharmacy, and options screens). Then i will clean up the pause screen and do the tutorial. We have 2 months to complete this, which should be plenty of time.Chapter 3 (which will be the final chapter) will come as a free update after the game is released. Attached is a video of a new room and a secret room! Also in the video you can see I only have one half of a heart left! Let me know your thoughts and questions. https://youtu.be/FOIm4JK1ghY 8792A96B-2AE9-4504-85A4-6D386E37E277.MOV View the full article
  25. UG here with another blog entry/patch notes post! It is indeed an exciting time, we have less than a month left till we release onto Steam. Uagi-Saba the newest in creature breeding and genetics officially releases into Early Access August 1st 2018. Uagi-Saba On Steam (Edit 7/10/2018) New hot fix lists have been added at the bottom, a total of four hot fix patches have been made since the 1.0.1.3 build went live. We are now officially on build 1.0.1.7 and pretty stable. Thanks to all of the beta testers for your help. This is a big patch with a bunch of new content and fixes, some areas have had some big improvements. I will go over some of the bigger changes and the rest can be found in the patch list at the bottom. Three new room types and two new modules have been added to the game. The Gen Room (brings in large amounts of energy) and the Mushroom Farm (large scale mushroom grow operation). The Shrine module (generates lore) and the A.S.D.S. (automatically feeds and waters your mystics). The Wild Mystic Room is a new room that has a chance to appear after you have charged enough empty rooms. When it appears it will automatically spawn a special egg, if you are able to hatch it you will spawn a wild mystic! Wild mystics have access to very rare genes, genes that are only available to them. Breed a wild mystic with one of your own to bring these rare genes into your pool. The mutation system has been completely re-worked with the new Wild Mystic Room in mind. Default mystics will have access to most of the basic body part genes. More genes will become available through mutations based on how many generations the mystic has gone through. The speech system has been drastically improved, a variety of new phrases and words have been added. 40 plus words, and many phrases related to hunger, thirst, loneliness etc. The camera can now be moved by clicking the edges of the screen, this is still a little buggy. Some rooms, entities and modules now have a new Synergy mechanic. Some examples… Placing essence generators close to each or will bring bonuses to energy harvest. Lore keepers close to a study will bring in extra lore. This is still a new mechanic and I plan to add other bonuses soon. I have completely re-designed most of the mystic lower arms, they have a new “naked” look which I think will leave the door open to some interesting new skin patterns and colors in the future. Things I know of that have yet to be added… -A pause function. -Smooth zoom. -Alarms for dig sites. -Lore books are now out of date and need to be revised. -The gene pool and achievements buttons in the HUB screen cannot be pressed, these will be implemented soon. The rough patch note list is below, some things already covered above are also on the list. Patch Note List 1.0.1.3 7/2/2018 -Added synergy mechanic for the essence gen and essence extractor, the closer they are to similar modules or rooms the more resources they will generate. -Added synergy for lore keepers, lore keepers close to studies will generate slightly more lore. -Bond must now be high enough to interact. -Added a variety of colorful crystal props. -Intelligence needs to be high enough to interact. -Added intro story screen with story, player can click through text to skip. -Added two new modules, the ASDS and the small shrine. -Added two new room types, the mushroom farm and the generator room. -Added new words for mystics to learn, total of 40 words. -Added new creature speech responses. -Added new Mystic body parts. -Fixed bug where player could not charge nearby rooms after new rooms were built or charged. -Fixed problem with water pump building anywhere regardless of water source being close enough. -Fixed problem where bond meter would increase after pressing the interact button, now it only increases if the mystic successfully learns the word. -Fixed problems with build button “locked” text and “not enough resources” text not appearing or causing crash. -The gen table now includes a color mutations stat and a body mutations stat. If your mystic has a mutation through breeding it will show up here as an increase. Hot Fixes 1 1.0.1.4 7/3/2018 -Added middle mouse cam drag, this is just a test. Still very sensitive and is based on mouse sensitivity . (Edit) This has been fixed, with help from a few of our UG fams we now have a very smooth cam drag. Removed old cam movement buttons from screen edges. -Fixed bug where giant arrow button would appear when a ferm tank would be recycled. -Player will now be refunded half of what they paid for modules when a room Is renovated. -Fixed problem where certain objects would give the player guardian rating points if they were destroyed during room renovations. -Fixed problem with mushroom spore visibility. -Fixed problem with the disappearing furnace. -Added an object that controls the deactivation of certain objects outside of the view, hopefully this helps with some of the frame rate issues. -Fixed problem where crystals, the a.s.d.s module and shrine module wouldn’t disappear when a room was renovated. Hot Fixes 2 1.0.1.5 7/5/2018 -Player can now properly zoom in and out while moving. -Fixed problem with build menu buttons being destroyed or were not following view correctly. -Fixed problem where camera would keep moving if a movement key was pressed while pressing the escape key to open pause menu. -Fixed problem where dwelling room would appear larger than other rooms when fully zoomed out playing in 1600 resolution. -Fixed problem where room sprites would overlap while fully zoomed out playing in 1600 resolution. -Fixed problem where charge button would show up above over main pause menu. -Fixed problem where mushrooms and mushroom spores would not destroy if a mushroom garden was recycled. Hot Fixes 3 1.0.1.6 7/8/2018 -Fixed problem with mushroom gardens creating two mushrooms. -Fixed problem where recycling a furnace would leave it’s button behind. -Fixed problem where player would have to click gen table twice to get it to register. Fixed problems with player being stuck on gen table screen and not being able to move cam. -Fixed problem where on of the furnace spites was causing extreme lag. -Fixed problem where player clicking the mystic name card would create multiple mystic text object. -Fixed problem with player being able to drag camera while in the mystic/inhab hud screens. -Fixed problem with tut button not disappearing when pressing escape in the HUB screen. -Drag speed for camera is now faster when fully zoomed out in mini map mode. -Fixed typos in tut start. -Fixed problem where “cannot breed” text would appear if right clicking near baby mystic. -Completely re-worked the ini file system. Options like windowed mode and sound volume will now save correctly and when player loads back in later they will be the same as the player left them on exit. -Fixed problem with game crashing when player tried to load a game if save file does not exist. -Fixed problem with sound volume being much loader when a game was loaded. -Pressing the escape key during the story screen skips to the title screen. Hot Fixes 4 1.0.1.7 7/10/2018 -There were still problems with sound volume loading incorrectly, fixed this. -Added windowed/fullscreen buttons to the in-game options screen. -Fixed problem with smog vent cost text drawing at the incorrect position while in 1600 resolution. -Fixed problem where player could click on charge button while in mini map view. -Fixed problem where player could click on inhab with mini map open. -All in game menu screens now destroy accordingly using middle mouse, movement keys or mouse wheel. -Fixed problem where player could still click on build nodes while in the main in-game menu. Now that we are through that here is some more useful info/social media etc. The beta testers will be receiving their keys today fore the next round of testing. Keys for streamers, you tubers and other media coverage will be given out July 20th. If interested please get in contact with me. I live stream development of Uagi daily on Twitch, feel free to drop by if you are interested. UG's Home Base UG On Twitch UG On Twitter
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