yep! Twitch Defense has an upgrade button at last 🙂
currently you can access the upgrade system after you’ve played through the game (aka died… as there is currently no win criteria.. but i am considering making it so that you can select between Infinite Mode and 60 Second mode. But ill see about that 🙂
remember, its still an early work in progress, but im working on it on a daily basis… when rl doesnt butt in 😛
to those curious, it was made with StencylWorks, a pretty easy to use, yet advanced flash game creation program 🙂
please post comments and let me know what you think about Twitch Defense in its current form… and also, I am very much interested in hearing what ideas on game design you might have 🙂
yeah… what the title says 😉
I want to try embedding a flash game in the blog.
but darnit… iframe tags dont seem to work for me… ah well 😛 leaving the blog post up anyways 🙂 Enjoy!
added a bunch of new graphics and sound effects to Twitch Defense… tweaked the values on the Bonus Object, and i am currently working on adding in an upgrade system that allows you to remove and add bonuses to your player…
for example: removing some of the negatives from shooting bonus objects…
increasing the combo value when bumping into bonus objects
more bullets (currently 1 is the max)
more health in the form of a shield that can take 1 or more hits, depending on upgrade level.
check it out at http://www.stencyl.com/game/play/6462 and remember, its still a work in progress demo 🙂
As the subject might lead you to think… Its good times for Bump n Drop! 😉 Yep, today the 10th level was added… wewt wewt! 😉
More levels will be added in the near future… so as always, stay tuned and please dont hesitate to post a comment and let me know what you think 🙂
Oh! And please pop onto my new domain at Tastygraph.com and Share my game with your friends on Facebook and press the LIKE button as well, it would mean A LOT to me! Thanks in advance! ;D
Yep! It took a while to get implemented, but finally, with a bit of help from a tutorial on serverside highscores and alot of help from a couple of friends as well as the admin who is in charge of hosting my game… Yay, its finally up and working 🙂
Also did a bunch of updates on maps and finetuned a few mechanics on the game.
So knock yourselves out, play the game and set a few records and put your name on the highscore list for all to see! ;D
Just got home from an extended weekend holiday… Brought my laptop and managed to get in a bit of production-time… Not going to make a big blogpost, but I did upload the work that I did on the holiday 🙂
Added a new level, a whole new menu system… the ability to press ESC during a level to access the menu… and stuff 😛
beware the red cloud on the 6th level.. it will suck the ball towards its center and kill it 😉
Also, dont forget to check out my game at wooglie and vote positive please 🙂
Today my game, Bump n Drop, was accepted by http://www.wooglie.com and now shows in the ‘In Development’ category on their website.
Hopefully this will allow me to reach a wider audience and get some much needed feedback as well 🙂
go here to play the game at Wooglie and support me by voting a + in the top right corner 🙂
also, check out the latest version 😉
I’ve added a brand spanking new combo system that rewards you for bumping into things rapidly in a short amount of time 🙂
and completely overhauled the graphics on some of the orbs, making them use shader 2.0 (geforceFX 7 cards and newer… so roughly, anything that is newer than 5 years old) and i think they look very smexy now 😉
and brand new sound effects have been added too… I bought a sound pack over at http://www.thegamecreators.com/ let me know what you think of the new updated sound effects, good or bad ? 🙂
Screenshot of the new graphics follows shortly! But i am impatient, so for now… just go play it and see for yourself!! 🙂
Not much of a blogpost, and most of these changes you’ve most likely already experienced first hand inside the game, as I have been working on the version 0.32 for the last week or so 😉 Anyways, better late than never, here are the patch notes and changes and upgrades for Bump n Drop version 0.32 🙂
- Sound added when ball drops out of the playing field.
- Sound added when level is cleared.
- First hostile/Semi-Hostile object added.. The Claw! Which actually looks more like a LEGO hand at the moment 😉
- Extra Life awarded when the ball hits the Free-Ball Bat at the bottom, and the player receives a free re-throw, rather than bouncing the ball again.
- Particle effect added to the Prismatics (Ooooh Shiny!!!)
- Particle effect added to the player/ball, it is now golden and looks fairy-dust…ish with a shimmering trail following the ball 😉
- Updated the appearance of the Super Bouncer, they are now shaded and look more spherical.
- Zoomer Bouncers have had their colour changed to orange (they are the ones that move horizontally) and add +500 points when hit.
- Floating Score text has been added. Whenever you score points on bouncing into objects, the game will display a floating score text that fades away after 1 second.
- Pause Button added to the game, it is currently assigned to the ‘P’ key.
- Sometimes when the Zoomer Bouncer gets hit by the ball when it is close to an object, it will expand and get stuck in the object. Leaving it unable to move until the object is removed.
If the ball gets stuck while bouncing on a Super Bouncer, it can sometimes get thrown out or inwards in relation to the playfield, effectively launching it outside the playing area, thus causing a lost life.
I started using iTween, a highly useful, while free, plugin/code addition to Unity. It basically allows someone like me, that doesnt have a great deal of experience with the more advanced type of programming… to add in some very nifty animations and movement or transformation effects to my games easily without building up a desire to murder anyone around me 😉
For my latest build I played around with iTween and used it to make the game logo bounce in place when you start the game and it also allowed me to quickly create a code that makes the score ingame shake whenever it becomes updated.
So yeah, I highly recommend this addition to Unity, as it can really shave off alot of time when delving a bit deeper in ones projects, and starting to add in polish and effects to the game.
In other news… iSlack!
Yep, been spending alot of time lately with real life, I even had a chance to get out in the sun!!! *gasp* but but… nerds dont do sun!
This nerd does 😉
Stay tuned for more… the near future brings:
- Save/Continue functions to the game.
- Hall of Fame (Thats what we called highscores back in ye olde days ;D ).
- Achievements! (Yeah, my plan is to add a couple of test-achievements to the game once I have the save/continue and the highscore system in place)
Super busy week AND weekend this week… Christmas and Chanukah is drawing nearer, which means a little less time to spend on my game project… but on a more positive note… it also means more time spent with my family and in particular my little niece Sara 🙂
My Brother is coming home from Ireland where he has been working since last year. Another great reason to spend time with the family 😉
Anyways, enough about me and my family, and more about the game, right? 😉
I tried adding in a PAUSE function for the game, but sadly that just lead to me crashing my Unity3d… over and over and over and over again… So I decided to grab a little break from THAT feature and add in something else instead.
Something that I know some of you have requested. The Level-Select feature. Yep, now you’re able to pick which map to play on. The list will automatically update itself as you reach new levels, and add those levels to the list of available levels on your Level-Selection screen in the Main-Menu.
As some of you may or may not have noticed, sometimes the +50, +250, +500 score feedback would fly off in the wrong directions after you grabbed their respective gemstones… The reason for this was that I am still very much a beginner with 3d modelling, and as such, I had the rotation wrong on my gemstones… which also leads to the gems being rotated wrong after they spawn from a trap. This has been KINDA fixed. Meaning I didnt fix the actual rotation on the gemstones, I just made sure that everytime the Score-Feedback spawns, it will have the right rotation. So yeah… It will now always fly straight up, as it should, instead of going all woogy and flying left or right 😉
The Gemstones still end up woogy though 😛 But that will be fixed eventually when I figure out how to do it properly 😉
Also, today, you will see a new thing on the blogposts, something which I will be striving to add onto all my posts from now on. Thanks to TecFail for the suggestion on having an easier overview of what was added to the game in each update.
Fixes and Changes in today’s update:
- “Select Level” menu option added
- fixed the score feedback flying in wrong directions
- drew a crap ton of Concept Art and wrote several pages of story and mechanics the game… none of which you can see! leading you to believe I did nothing in the past week 😉