hhh. Rip. minor word of warning, i totally forgot to add screenwrap to this, so due to the fact this was a jam project ill be updating it in a week or so with a fix. Sorry about that!
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okiedokie, so i made three other small brick textures, redid the eyes, work on a traffic cone, made an evidence piece. I need to work at a couple more things today and ill post them when i do, but atm progress is steady. In terms of overall behavioral stuff, players can now move around and interact when theres something to use
hahaha, to be fair i intended to have the player reach f-zero kinda speeds, so tbh i sorta meant for it to be like this. Even so, its a bit unfortunate you couldnt keep up. You can hit the opposite key to the current direction you're going to reduce speed, and use the sides of the screen to wrap if you need to! best of luck! In the future if i pick this back up, i might add different speeds, etc to make for a more long lasting game, but with three days, and only working two of those three i was a tad rushed for "time" XP
A timer that depleted based on a random number within the players current speed divided by a random number within the players current score.
A timer that depleted based on the players current score times 0.05
A timer that depletes based on the players speed (it went from 1000 to 0 in less than a second)
A timer that depletes based on the timer. (by this point i started to get tired.)
currently im depleting the timer at a rate of .05 * the players current score. The higher you score the faster it depletes. The faster you hit the checkpoints the more points and more time you get, but the faster the timer goes as a direct result.
okay, so from what i have been able to gather (mainly due to my not having a controller lmao), the gameplays pretty smooth. visuals are great when you get past the crazy freneticism of it all. Soundtrack fits well.
so, this game is intended to have no clear goal. Im developing it with open world in mind. I had another bug on launch where none of the events spawn, but basically usually theres smaller events and boss fights you can take on in world. As it stands, even i dont really know where i want it to go. the space bar is to fire your weapon, if you tried to tutorial, and the soundless version was mostly to get rid of the music. Ill update the description of the "soundless" build accordingly.
So, in terms of crashes relating to noisemaker, im going to release a musicless version for those of you who want a smoother experience. The soundtrack version crashes due to an inconsistancy in the code, so i would say restart the game if you want to run w/ sound when the crashes happen. its a random chance due to a glitch in the choose code.
mhm! thats my logo. In terms of the brighter visuals, this sorta weirdly dark theme is one ive had running since the beginning, I have no idea if I could even try to fix that now, with how many sprites ive integrated.
wasnt much fun, the size of the game window was far too large for the screen without any resizability. I can say the visuals are incredible, but if i cant even play the game i dont think i can rate much else. Its kind of a shame, cause i was looking forward to this so much.
current progress on my game jam project nicknamed "candybubble"
the biggest number to keep an eye on in this screen is the one below the "Score below" number. the -1 one. when you left or right click too much you have a cooldown where that number lowers to 0 and then you get your shots reset. the right click counter works independently of the left click counter but you have to fire off 11 left clicks to reset your right click. its a lot of technical strategy.https://youtu.be/o7NgA-Ojuiw
hey all! names cj, ill be participating in this jam as a way of re-energizing myself after a long slog at my personal project. good way to get creative, never tried a game jam before, i was like "sure, lets try one!" so here i am! ill be using studio 1.0, so thats fun -3- (by 1.0 i mean the not recent 2.0 studio standalone thingy)
ill be doing livestreams of the process of making this game so... yea! i guess if you all want to watch me my twitch is www.twitch.tv/cjheighton ouo
can i make a game where all the women do are try not to talk about men but in the background its extremely evident they really want to.
aka how far can i bend the rules while simultaneously making it amusing.
blitzkampfer beta 1.4 has been released! literally just a bunch of fixes to local multiplayer, and a redone gauntlet mode, and i think a few other small things i missed. its a good idea to download this one if you havent since 1.1.5 or 1.2, since its a way smoother experience over all, and theres a lot of new stuff -3- ah yes also controller is needed for multiplayer
BETA 1.2 HAS BEEN RELEASED. INCLUDED IN IT IS 3(?) NEW PIRATE ENEMY TYPES, A NEW SYL, BAK'HAN, AND VAAM MEDIUM CLASS CRUISER, THE GAUNTLET GAMEMODE, FIXES TO THE BEHAVIOR OF THE SECOND BOSS, A FIXED PORTAL TRACKER, A FIXED ALERT SYSTEM, A FIXED-ISH LOCAL MULTIPLAYER FUNCTION, A MINIMAP BORDER, A REDESIGNED PORTAL, AND SEVERAL OTHER THINGS I DEFINITELY FORGOT ABOUT HAHAHAH THIS PROBABLY ISNT FUNNY IS IT
seriously though, i did my best to add a ton of new stuff to this, enjoy.
in beta update 1.2 currently there will be:
THE GAUNTLET, a new game mode where the player is trapped at one end of a field and has to kill an enemy on the other side to open the home portal. great place to grind points.
THE BAK'HAN REAPER: a medium class ship, creates light tier bak'han bruisers, drops a home portal when killed, only encountered in the gauntlet.
THE PIRATE LIGHTFIGHTER: incredibly speedy, shoots many bullets in close proximity to each other.
A MINIMAP BORDER
A FIXED PORTAL ARROW POINTER THINGY (credit to @yellowafterlife)
MANY BUG FIXES
A WAY TO ACCESS LOCAL MULTIPLAYER, BECAUSE I MESSED UP WHEN I RELEASED THE GAME AND FORGOT TO INCLUDE IT OH GOD IM SORRY