Changes
I'm posting this from my new MacBook! Well, it's actually a used MacBook which I bought off my brother, but it's new to me. I'm going to try some iPhone prototyping shortly (as soon as I can get my hands on an iPod Touch).
As well, I just moved and was without internet for a while. Between sessions of working on Runman, I whipped up another quick AUS update. It's now at v1.17.
Bug Fixes:
Balance Changes:
As well, I just moved and was without internet for a while. Between sessions of working on Runman, I whipped up another quick AUS update. It's now at v1.17.
Bug Fixes:
- Fixed JumpBox highscore recognition not working in all cases.
- Fixed all empty rooms in SkyTown behaving as though they were at the edge of the map.
Balance Changes:
- Red energy in NightWalk now appears once you can duck.
- Made the DeepTower secret passage a bit more obvious again.
- Made Grotto eye boss easier on all difficulties.
- Added a savepoint to DeepDive on Regular and Simple.
Labels: An Untitled Story, iPhone, Runman, updates


15 Comments:
well, I've decided to follow your footsteps, Matt! I'm working on a game right now and planning to post it on my website (www.erics-games-and-animtions.webs.com) and I'm not sure how you post a download for your games. It would be awesome if you told me, so please do so!
Nice to see it's still being updated. Really looking forward to Runman.
With more people making games for an iPhone maybe it's time to pony up and get one.
I liked the idea that there wasn't a savepoint in deepdive originally because it felt risky.
I had another idea for balance; you know how the SkySand boss's sword suddenly stops moving, meaning that if you were jumping over it with the assumption that it would pass under you safely you now fall into it and take damage? Well, why not make it start to slow down before coming to a stop so this change of behaviour in a dangerous object is now prompted?
Also, could you add a save point to the tip of Longbeach? It would minimize walking times after falling through --- or searching for ---.
Matt thanks for continuing to update and support AUS! It is one of my favorite games due to it's non-linearity, re-playability, and challenge. You should stop by sometime and check out the Matt Makes Games Console, Ver. 1 is finished.
Is it alright if you make ghosts not appear in areas that are easily enclosed and such? While I do like the idea of ghosts suddenly appearing randomly to chase after you, in some areas, it can make it impossible to get out of certain spots.
Hi, can you reduce the damage spikes do on "regular"? have them do 80 or 70 damage by default instead of 100 etc.
hey matt
make runman levels.
now.
Hi again, the difficulty progression is almost non existent on "Simple" difficulty. I know it would be hard to keep it simple while still slowly increasing difficulty as the player progresses, but I'm sure you can manage it :P
Down left of high-lands there are 2 purple snails. If you walk near one when it is near the ledge it will go haywire flipping back and forth quickly. If you time it right you can have it so the snail appears to be going backwards ^_^"
http://www.youtube.com/watch?v=51Gh2CgOQi0&feature=PlayList&p=7A7D765D717A19DA&index=11
about a quarter of the way in, when he encounters the S.S. Eternity ship he experiences the snail bug I pointed out in my above comment.
Hahaha, I was thinking about how awesome a game like yours would be on an iPhone/iPod Touch.
Still no option to disable random ghost encounters, I see. I guess I'll just keep playing on simple.
I haven't gotten over fear of things that follow you around and try to kill you.
I really would like to get my hands on the soundtrack.
Is the links broken? I'd like to put my ear on that pizza.
Also, why is my username appearing all ">"?
I'd prefer it say Outcast Orange.
Hey matt. seems like if you collect say 15 crystals, and use the return to the last save option in the quit menu, instead of losing those crystals, you keep them. I discovered that during the frustration of the 2nd nightwalk savepoint jump thing.
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