Friday, December 11, 2009

RunMan v1.2

Tom did another new version of RunMan: Race Around the World. Most notably, he fixed a bug that was causing corrupted ghost files to be created.
  • Fixed ghost file writing

  • Altered some particle effects and reduced the overall number of particles that get generated

  • Altered 6-6's architecture to prevent a bug

  • Altered 1-5's architecture because people tended to get stuck

  • Fixed a bug that caused the boss to get lost at the end of 3-6

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Tuesday, October 27, 2009

RunMan v1.1

Tom recently put in some hours and updated RunMan: Race Around the World to version 1.1. Here's the change list:

  • Times are now tracked with frame time rather than real time

  • The game is now using a different music system (SXMS instead of BGM) in an effort to improve compatibility and performance

  • You are no longer on the clock while reading a sign or while paused

  • Reduced the number of particles generated at max momentum because it seemed to be crashing for some people

  • Altered the level architecture of 1-4 to prevent an infinite wallkick bug

  • Altered the level architecture of 5-3 to prevent a bug with the hangglider

  • Fixed a bug that prevented a proper ending when beating the last boss for the first time with 108 medals

  • Fixed a bug that caused an error message when loading a saved game on foreign computers


In related news, we're submitting this version of the game to the 2010 IGF. Wish us luck!

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Thursday, July 23, 2009

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:
  • 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.

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Thursday, July 16, 2009

Again!?

Yes, I'm releasing another new AUS version the day after the last. I was alerted to a few bugs I missed/created with the last update, so I figured I'd ship those fixes out with the other small changes I had been working on this morning. Now it's up to v1.16. Here's the changelist (spoilers!):

Bug Fixes:
  • Fixed shop ability positions not being switched immediately after you buy them.
  • Fixed typo the first time you talk to the girl bird.
  • Fixed moving platforms in The Curtain having wrong sprites if ghosts ambush you.

Balance Changes:
  • Made air bubbles by the sign in DeepDive appear on every difficulty.
  • New JumpBox highscores based on difficulty: 7500, 8500, 9500, 10500.
  • FireCage Bonus game now costs 30 crystals on Simple, 40 on other difficulties.
  • Increased chance of ghosts ambushing you by 0.5%.
  • Added two more signs from the bandit bird (NightWalk and The Curtain).

Graphical Changes:
  • Made throwing star particles look nicer (The Curtain boss).

Misc. Changes:
  • The Curtain/BlackCastle boss now has his own theme music.


Once again, you can download the game on my games page and all old save files should be compatible. The AUS soundtrack has also been updated with the new track I added.

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An Untitled Story v1.15

Alright, another AUS update wrapped up. No significant new content, but lots of balancing changes a few bug fixes. Here's the changelist (spoilers!):

Bug Fixes:
  • Fixed player color being wrong immediately after hatching if you're damaged.
  • Fixed slot select screen using capitol 'S' for Simple mode.
  • Fixed being able to damage the Grotto eye boss on Regular/Simple by letting it fall on you.

Balance Changes:
  • Removed a crusher enemy from a room in SkyTown on Simple.
  • Toll booth toll costs reduced to 70% on Simple mode.
  • Added text explaining variable jumping early in the game.
  • Switched locations where the two shop upgrades appear after you buy them.
  • Added text explaining holding jump for max height after you get the red energy upgrade.
  • Made DeepTower cannon boss shoot blue fire more frequently based on difficulty.
  • Made the DeepTower secret passage a bit less obvious.
  • Made three rooms of MountSide a bit easier.
  • Made launchers spin slower in MountSide.
  • Added more red energy to the first room of StoneCastle.
  • Removed some fire jets from StoneCastle on Regular, more on Simple.
  • Removed heart door from StoneCastle on Simple.
  • Made the walker puzzle in StoneCastle not require perfect timing on one jump.
  • Made StoneCastle boss's bullets scatter randomly a bit.
  • Made the second screen of the FarFall spike pit a tiny bit easier.
  • Removed heart door from the FarFall spike pit on Simple.
  • A red energy in the FarFall spike pit is now available on Regular as well as Simple.
  • Made SkySand boss slightly easier on Simple and Regular.
  • Grotto eye boss can now jump from the middle of the stage as well as the sides.
  • Changed the way the Grotto Eye boss's final form behaves.
  • You no longer have to divebomb to hurt the final form of the Grotto eye boss on Simple and Regular.
  • There are now signs in NightClimb, FarFall, StoneCastle and DeepDive written by the bandit bird.

Graphical Changes:
  • Touched up player sprites.
  • Touched up other miscellaneous sprites.
  • Touched up backgrounds for some rooms in Grotto, SkyTown, StoneCastle and FarFall.
  • Made StoneCastle boss lean as he moves sideways.
  • Made laser particles match the lasers more.
  • Made blue platform particles look a bit nicer.
  • Grotto eye boss's eye no longer rolls into the back of his head trying to follow you.

Heist Mode:
  • Fixed getting stuck in colored blocks on BlackCastle stage (getting stuck now kills you as it was meant to).

Misc. Changes:
  • Corrupt save files are no longer deleted when you try to load them.
  • Changed the game's icon.


I found a lot of playtesters having trouble understanding the variable jumping mechanics of the game, so I made sure to add text to explain how it worked. Hopefully this, along with the other various Simple mode changes, will lower the required skill level to enjoy AUS (without negatively affecting the experiences of those playing on the higher difficulties).

I plan on doing another small update similar to this one soon, but more focused on rebalancing Simple mode in the later half of the game. I decided to release what I had right now so the community can report any bugs that slipped past me and give me feedback on the direction I'm going in.

As usual, you can download AUS on my games page. Old savefiles should be compatible.

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Sunday, March 29, 2009

Yet Again

Yes, it's another An Untitled Story update. I'm putting these together while taking breaks from homework (it's that time of the year). This time it's up to v1.14 and I've done some difficulty re-balancing and added one new feature.

  • Added random ghosts. After encountering the ghosts in the story, they will occasionally chase you in your travels. The frequency of them appearing will increase with difficulty and gold orbs collected.

  • Added a very slight delay after bouncing on something where you can't double jump (should make jump timing more forgiving).

  • Made the secret passage in DeepTower more obvious.

  • Made the first room of MountSide much easier on all difficulties.

  • Made the second and third rooms of MountSide easier on Simple and Regular.

  • Made the fourth room of MountSide easier on Simple.

  • Removed one crusher enemy from a room in FireCage on Regular, two on Simple.

  • Replaced blue energies with red in a room in CloudRun on Regular and Simple.


The random ghost appearances was something that came to me the other day for no apparent reason. I like the idea of a random event that can suddenly change the player's short-term goals completely. In this case, there is a very small chance that a ghost or two will appear and force you to flee from the room. The frequency is pretty low, and it can only occur in about half the game's rooms, but it should add a bit more variety to exploring the game world.

Note that the ghosts can only appear once you've encountered them in the story (which can be quite late in the game for some players), and they'll never chase you on Simple mode. The formula for the odds of the ghosts appearing in a room is:

P(ghosts) = 0.015 + (diff * 0.005) + (gold * 0.005)

So if you're playing on Regular (diff = 1) and you have 5 gold orbs (gold = 5), the chance of a ghost ambushing you in a room is 0.045, or 4.5%.

The other major change is the addition of a delay after bouncing on something (an enemy, energy cluster, etc) where you can't double jump. When observing people playing (particularly those not good at platformers), I noticed that they'd always tap jump just as they bounced on something, expecting to get a higher bounce because of it. The correct method for maximum air is to hold the jump button as you bounce - so the "noobs" got mixed results. If they happened to press the button the moment before the bounce they'd get full lift, but more commonly they'd tap it the moment after the collision. In this case, they would bounce off the enemy and then immediately use their double jump, resulting in a tiny hop rather than a huge bounce. This was definitely the single biggest source of frustration for my less-skilled play-testers. The delay allows pressing and holding the button just after a bounce to give full vertical momentum.

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Wednesday, March 25, 2009

Baby Steps

I just whipped up a quick bugfix update for An Untitled Story (v1.13), to quickly iron out a few issues people were having.

  • Fixed Grotto Eye boss getting stuck in platform.

  • Fixed Bird being white after bouncing on Grotto Eye on Insanity.

  • Fixed wrong boss music being played for FarFall boss on Insanity.

  • Fixed red energy being stuck in a wall in a room in FarFall on Simple.

  • Fixed fatal error when shooting during end cutscene.

  • Fixed crystal ball not giving hints for the 5 new hearts.

  • Fixed purple orbs in BlackCastle being shootable early.


You can find An Untitled Story where it always is, on my games page.

If you have any bug reports or suggestions for future versions, feel free to leave me a comment.

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Sunday, March 8, 2009

An Untitled Update


To coincide with the public release of this blog - and just because I felt inspired to do so - I've created a massive update for my year-and-a-half-old platformer An Untitled Story.

Before I get started rambling on about what I added/removed/fixed/broke, you can download the new version at the usual place.

And a PSA of sorts:
I can't test the entire game when I make changes, so beware of bugs (yes, possibly even game-melting fatal errors). I did my best to stamp them all out, but I know there has to be a few hiding somewhere. I'm only one man. Get in touch with me if you find a bug, and hopefully I can iron out any of 'em, if they exist, in a minor update next week or so.

Also, if you're transferring in your old savefiles, please, back them up. It's officially backwards compatible and I tested the crap out of this feature in particular, but some savefiles are too important to risk and AUS deletes savefiles that appear to be tampered with (I probably should've taken that functionality out, now that I think about it).

Anyway, here's the changelist:


New Content:
  • Added a third toughness upgrade.
  • Added rectangle foreground effect to every room in Blancland.
  • Added new rooms and areas (14 new rooms total).
  • Added 5 new hearts.
  • Added a book to Library.

Difficulty Rebalancing:
  • Made it so you can hurt the Grotto eye boss without divebombing on Regular and Simple.
  • Added one bubble to the last room of DeepDive before BlancLand on Regular, and two on Simple.
  • Made the next purple ball in the BlackCastle jumping puzzles partially visible.

Misc. Changes:
  • Changed the Heist Mode font.
  • Toughness upgrades on ability pause screen are now numbered.
  • Changed the pink bird font.
  • Halved time you need to hold up or down for quick-scroll on pause menus for abilities/hearts and slowed down scroll speed.
  • Added quick-scroll to teleport select screen.
  • Changed Crystal Ball/Floretta font.
  • Made the RainbowDive sign text box a bit more attractive.
  • Changed boss music on Insanity mode.
  • Made the player always bright red on Insanity mode.
  • Added markers to some rooms in The Curtain and CloudRun, so you can see when the moving platforms turn around.
  • Moved BlackCastle and FinalClimb over two squares, to the edge of the map.
  • Added version number display to main menu.

Bug Fixes/Optimizations:
  • Fixed countless memeory leaks related to the particle system.
  • Fixed transparency bug with the transition to the pink bird conversation cutscene.
  • Fixed area name field being too small for some area names.
  • Fixed slight visual mismatch between two DeepDive foreground images.
  • Fixed being able to get stuck by beating FireCage before getting the teleport ability.
  • Fixed small fish in DeepDive getting stuck in frozen enemies and freaking out (now they're destroyed if they get stuck).
  • Moved player color update code out of step event to reduce CPU use.
  • Refactored teleport destination data storage to reduce memory use.


As you can see, there's quite a few changes and additions. The most tedious of all was patching up the holes in the particle system, but it had to be done sometime. The most fun was creating the new areas. I added 14 new screens in total, 13 of which are within 2 new areas.

Adding new screens to an already-complete "Metroid-vania" game was a unique challenge. Going into this task, I had several goals I wanted to achieve:
  • Provide a fresh challenge for AUS vets, as a reason to revisit and rethink the game.
  • Create visually unique new rooms with interesting (implied or stated) backstory, so the player wants to find and explore the new screens.
  • Add more optional, secret content to the game.
  • Fit the new areas well into the overall flow of the game, from the perspective of a first-time player.
I've also made some small changes to polish the look and feel of the game (changing fonts, enabling more comfortable navigation of some menus, etc) and to rebalance the difficulty in several places.

The Grotto eye boss in particular was changed. I've had tons of players email me asking how the hell to damage the boss. I'll admit it is a bit player-unfriendly. For the uneducated: to hurt him you have to wait until he jumps out of the water, then divebomb onto his eye. Some (apparently many) players will try simply jumping onto the eye, to no avail, and conclude they must have to hurt him some other way not involving the eye at all (perhaps a complex system of levers and pulleys?). This could be because most players will have just earned the divebomb ability when they reach this boss, and it may not be properly inserted into their attack vocabulary just yet.

Regardless, the Grotto eye is the gatekeeper to FireCage, DeepDive and their respective (incredibly important) upgrades, so this had to be cleared up. I decided to make the divebomb unnecessary on the Simple and Regular difficulty levels.

The rest of the changes are things that should've been in the original game, but I missed for one reason or another. It was fun composing a new boss track for Insanity mode, to give those hardcore players some kind of incentive to struggle through it.

Update: Some very dedicated players have already pointed out the bugs in v1.10.  Some were pretty game-breaking, so I decided to quickly whip up v1.11 with them fixed.  That's uploaded now, thanks guys!

Bug Fixes:
  • Fixed crash after beating final boss if you shoot at the right moment.

  • Fixed being able to leave the final boss after starting the fight.

  • Fixed the crystal ball not giving you hints if you have 90 or more hearts.

  • Fixed BlackCastle Heist stage being unlocked at 90 hearts, rather than all hearts.

  • Fixed ending screen showing wrong totals for hearts and abilities.

  • Fixed crash on playing a Heist mode stage containing red energy.

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