Hi All, just wanted to let you know that the lack of updates in the past few days has mainly been because what I have been doing, hasnt really warranted a blogpost or a completely new game-update.


I’ve basically been working with my code and watching alot of tutorials on making proper code, better reusable programmy…stuff… ย And the result has been that I have managed to re-write a lot of my code, making a better menu system (not perfect, but somewhat better than the old one)…

Minor tweaks such as being able to go back to the main menu when dead, rather than bouncing straight back to map 1. The purpose of this, is of course to allow you to access the main menu and change options, if need be.

This will be expanded even further as later on I will make it so that you can access the menu from ingame with the ESC key, allowing you to tweak options or quit/restart your game.


Did a bit of extra writing for the TODO-List…


and the last thing, that I would say is what qualifies the next update as being: a big update… Is that I am working on the 4th level now.

This level be more in the spirit of how my vision of the game is. It will be a horizontal level, a bit longer than the other levels, and it wont have the same feeling of ‘Oh Snap!’ everytime you miss a ledge, since you wont be falling down past 5 ledges and starting at the bottom…


And speaking of starting at the bottom… In the near future, a Waypoint/Flag system will be implemented (Once I have figured out a proper code for it) So what this means is that everytime you reach reach a Waypoint, your Respawn Position will be stored there and instead of starting back at the beginning of the map, you will now start at the waypoint where you had reached.


Hope this post shed a bit of light as to where TastyGraph has been the past few days and why there really havent been much in terms of updating ๐Ÿ™‚

And as always, please dont hesitate to post comments here and let me know what you think. ๐Ÿ™‚

Yep, today is the 24th of November… so just 1 month left until Christmas… But I say lets celebrate Christmas in November!!! So in the spirit of christmas, the firetraps will now reward you with small and big gems, depending on which sort of Crate you toss at them ๐Ÿ˜‰

No… not really ๐Ÿ˜›

Actually, it wasnt really in the spirit of christmas, but hey ho ๐Ÿ˜› It was my plan all along that the crates would eventually give rewards of some sort ๐Ÿ™‚ And today seemed a good day to finally figure out how to do it, and add it in the game ๐Ÿ™‚

But you guys had no way of knowing what was coming in the future, or what was being developed.

So to remedy that, as well as to motivate myself. I have now added a Suggestions/To-Do page. You can find the page at the top of the blog, or in the right side of the blog at the Pages section.


Dont hesitate to let me know what you think. (And yes, I am aware that the rotation on the gems are a bit … woogy ๐Ÿ˜› I am working on that)

Another day with a decent amount of tweaks and updates..

Extra Lives now display a little text when you pick them up, making it immediately known to you that you picked up an extra life.

Timer mode now resets to 300 seconds everytime you switch a level or you die (effectively giving you 300 seconds for every attempt you do at completing a level…)

Ended up spending most of the morning trying to figure out why the bloody Timer mode refused to reset on level 3 but worked fine on lvl 1 and 2… made absolutely no sense… and ultimately I didnt find out why.. But I did get it fixed… go figure ๐Ÿ˜‰

Here is a video for the lazy folks ๐Ÿ™‚

And once again, please dont hesitate to post a comment or let me know what you think of the game or the latest updates… It is really the only way for me to figure out whats good and whats not so good ๐Ÿ™‚

Or what you would like to see changed or added to the game ๐Ÿ™‚

Hi All…


Just a quickie ๐Ÿ™‚ Have been out all day, went on a train trip to visit my dad, and I brought my laptop and my usual drawing gear ๐Ÿ™‚

Ended up with my laptop in my dad’s livingroom, working on the game, doing some programming and concept art on my own laptop, while Mette, my dad’s wife, sat next to me on her laptop playing the very game I was working on ๐Ÿ˜€



Quite a different experience, but a very entertaining one, as my programming would occasionally be interrupted by outbursts from Mette, complaining about the little guy’s ability to follow her commands! or cursing at herself for running into firetraps ;D


Oh, and in the train I was fiddling with a different little idea for something I might make another day. no screenshots yet, but its basically a physics/gravity type game with a playfield, a ball, and you in control of the playfield, and your goal is to manipulate the playfield by tilting it horizontally and vertically to make the ball roll in a desired direction towards whatever the goal is for the map.


yes, its been seen tons and tons before… ๐Ÿ™‚ But its a learning experience for me none the less ๐Ÿ™‚

I had the pleasure of getting to go home 2 hours earlier from work today… Which I of course immediately put to good use by rushing home and doing a bunch of coding… codey…stuff ๐Ÿ˜›

Added a Timer to the game, so now you will earn a score at the end of each level, based on how many seconds you have remaining of the 300 seconds that I’ve give the player to complete each level. (You wont die by running out of time yet… and yes, i am a CRAPPY tester… so I have no idea what will happen to your score if you let the timer run out and then finish the map at negative time… im guessing it wrecks you score ๐Ÿ˜› Feel free to let me know ๐Ÿ˜‰ )

Anyways, more to come… but for now, Enjoy the timed mode and keep the suggestions and encouragement coming.
Thanks all! ๐Ÿ™‚

oooh, I almost forgot… Welcome to the Credits section! ๐Ÿ˜‰ You know who you are, and Thank you for your help!

Actually… not really ๐Ÿ™‚ I’ll do it in 1 post ๐Ÿ™‚

I’ve added a Continue function when you run out of lives you will be able to continue from the map you reached, rather than having to restart (unless you chose to, since that is an option as well)

Not a whole lot of stuff got done today, other than… call me Mr.Slack…

Oh, except maybe for a little secret that I might be ready to reveal in the near future ๐Ÿ™‚ (give me a few days ๐Ÿ˜‰ )

Hello All ๐Ÿ˜‰

Its getting a bit late here, but there’s an update none the less.. based on a suggestion from Ravn, which I thought was quite a good idea, I have now added Ice Crates to the game… They are like the normal crates, except when they touch a firetrap, both ice-cube and firetrap disappears (yes, its very unpolished at the moment, but i will add fancy effects later ๐Ÿ˜› )

This adds a whole new option for the player, as they can now search for ice-cubes and use these to clear out fire traps and gain access to bonuses… So I have of course added a bunch of bonuses near some of the fire-trap clusters ๐Ÿ™‚ (on level 1 and 2)

Hope you enjoy! ๐Ÿ™‚

As you can probably guess from the post title… yep, this evenings update brings Unstable Platforms to the game…

You know, the kind of platforms that you stand on, and then they give you some kind of indication that standing on them is not a good idea, since they are about to fall… They’re not exactly a new invention, as you have undoubtedly seen them many times in the Super Mario games ๐Ÿ™‚

You’ll see the first one on the 2nd level, have fun with it ๐Ÿ™‚

I’ve also done a little bit of tweaking on the 2nd and 3rd map to make them a little bit more interesting and generally feel less empty.

And as you finish the game (wether its by death… or by entering the End of Level Portal on the 3rd level) you will undoubtedly notice that I have changed the way scoring works, and you will now receive a bonus of 500 points for every Life you have by the time you finish the game ๐Ÿ™‚

Yeah, that means no bonus for those with 0 lives, due to dying… ๐Ÿ˜‰

Let me know what you think of these changes, and feel free to post your highscores ๐Ÿ™‚ (yes, I will eventually make it store the highscores and let the players compete against eachother… when I figure out how to do it ๐Ÿ˜› )

Yesterday brought many upgrades to the game… so today I decided to record a little runthrough of the 3 levels in the game (yes, I realise I am not picking up all the extra lives ๐Ÿ˜ฎ )


Hope you enjoy watching it, and dont hesitate to post a comment ๐Ÿ™‚


Will be adding more stuff to the game throughout this Sunday ๐Ÿ™‚ I’ve already created a volume-slider for the music voume, and it will of course be implemented in the next update of the game ๐Ÿ™‚


Until next time! cheerios! :p

Hello all…


Let me tell you about today! Today was a whole day of struggling with the code for the game, error upon error, and me being a total noob!! I had to throw down the towel and surrender at one point, went and did my groceries… On the way back I did some thinking… came back home and tested it…

BLAH! Didnt work ๐Ÿ˜‰

I didnt give up though, so I kept working on it… for about 5 hours until I figured it out! ๐Ÿ˜€


hehe… 5 horrible hours! but hey, its done, I figured it out, and now my game has a persistant score and life counter across levels, but please let me know if you find any bugs in relation to this, as my system is probably not as cleverly designed as it coulda-shoulda been ๐Ÿ™‚


I also watched a few tutorials that taught me how to work some more with the prefabs and instances/clones… which allowed me to get back to my game and add in a little visual feedback in the form of particle effects when you pick up a Bonus Item, or enter the end of level portal ๐Ÿ™‚


So please, get right in, try it out, and post your score here for all to see! ๐Ÿ™‚