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

faster bullets

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 atΒΒ and remember, its still a work in progress demo πŸ™‚

Hello all

Yep, new day has started… yesterday ended with a bit of a frustration seeing as I had lost the majority of my work for the day (read: evening… πŸ˜‰ )

So before reading the rest of the post, here is a favorite song of mine from a very talented artist by the name of Tomac, and his song title is … yep, you’ve guess it… Or maybe you didnt… Another Day
I tried embedding it, but i couldnt get it to work, so you’ll have to click it and open as a new page/tab and listen there πŸ˜‰

Today I watched a few tutorials, specifically on the subject of Instantiating prefabs, which basically means that I now know how to make a BonusCoin object or a SkullTrap that I can copy paste onto my map in several locations… edit its properties on the original Prefab, and then every other copy of it that i have on my map… will automatically be updated…

So no more having to manually add in any last-minute changes to the 30 odd bonusCoins I had plastered all over my map… one at a time πŸ˜‰

Nope , Now I can change and fix it in a split second and have all of them sorted in no time πŸ™‚

So I added in a red box with a bit of flame… touch it and you die… meaning you end up back at the start of the map… It’s a bit of a challenge added at least… first enemy of the game.. the Flaming Skull Box!!! duuuuhdooooh!!! <- that was supposed to be a scary whilst also introductory sound πŸ˜› … Fail … So I made a sound effect in SFXR instead, just a temporary fiery-death-8bit sound πŸ˜‰

As you can see, something went wrong with the platform colours yesterday… They seem to have lost their textures, and since I originally added all the platforms in a NON-PREFAB way, having to change them all, is not something im willing to do just yet, since I would rather work on new additions to the game.

So this morning before work meant the addition of the ebil skull trap! Enjoy! and keep the suggestions coming please πŸ™‚

Yep, my little game thingie has now reached a new peak in its career! … well.. okay maybe not, but at least now I’ve managed to add in the functionality of actually being able to reach the end of a level, and then have it load the next level πŸ˜‰

Sadly, at the moment, there are no next levels, but its a start πŸ˜‰

Also, poor Loopy has had to give up his existance… Alas, poor Loopy, you will be sorely missed… (Actually, You wont… You ran way too slow, and it was just too easy the way you superjumped!) … πŸ˜›

Naw, the real reason I pulled out Loopy, or the Multi-Character system is simply because, it felt too much like the old blizzard game The Lost Vikings…

Great game, but not what I wanted to make at the moment πŸ˜‰

So pop on in, give Lerpz a little spin, make it to the top, check out the End of Level sparkly portal and the snazzy little 8bit oldschool soundeffect that i made with SFXR (yeah, that little program I linked in the previous post πŸ˜› )

And feel the love as you reach my congratulations, end of level message screen! πŸ˜‰

Yes… I know… its all very crude and very work in progress πŸ™‚ But hey, every day is a learning experience and im having fun with this stuff… πŸ™‚

First, a minor change to the blog… If you look at the right side, you’ll see a list of Links… The latest version of the game/demo/whatever im working on, will be listed there to make it ALOT EASIER for you to quickly find the latest version of the game πŸ™‚

Hope this change pleases you all πŸ˜›

Now, onto the real deal! Tweaks and changes and new additions to the game! πŸ™‚

Yup, finally managed to make the purple bonus items on the level play a sound when you hit them.

I had a problem where I couldnt get them to play a sound, and it turns out that it happened because I wanted the Bonus Items to vanish as soon as you touched them… Meaning, that before the sound could play, the bonus item would already be gone. So I added a little delay when you touch the bonus item, and now you can hear the old school Coin Pickup DING! Sound when you grab it πŸ˜‰

The attributes for Lerpz and Loopy (yeah, ill change their names eventually πŸ˜› ) were changed so that Lerpz jumps even lower now, so in order for you to get Lerpz to the top of the map, you will now need to use Loopy (either have him act as a Platform for Lerpz to jump off of, or use Loopy to drop a few boxes from the top platform, down to Lerpz’s level so he can stand on them and move up)

Yes, I realise that there STILL is no goal or any reason to play this, but bear with me πŸ™‚ Its a test for me, and im learning new things every day πŸ™‚ I’ve only used this system for about 2 days πŸ™‚

I also managed to add a start-screen (a very very crude one! but a start screen none the less) which will load the main level when you click the Start button in the middle πŸ™‚

The program that I used for making the Bonus Item Pickup sound can be found at this website:

Its great for making old school sound effects similar to what we had on the old NES and Gameboy and Commodore 64 (its possibly identical? I dont really qualify as a guru on the subject of chiptunes and 8bit sound.. so i just said Similar to avoid getting lynched by angry console nerds πŸ˜‰ )


And to finish off… here is a little screenshot I took after moving both Lerpz and Loopy to the top of the map and stacking Loopy on top of Lerpz… who was on top of a stack of boxes πŸ˜›

Loopy on top of Lerpz... at the top of the map

(I added the text and arrow in photoshop… Sorry to disappoint anyone who might think they would be greeted by fancy text and a big arrow after they made it to the top of the map πŸ˜› )