rob_v5 new menus!

New open beta! It’s been a while, but finally v5 is ready.

New this build: redesigned menus. The old text-based menus have been replaced with icons. Other changes include: new controls graphics, volume settings, the ability to exit to the main menu, and a display for game progress that also doubles as a world selection menu (which activates after you’ve made it through the game once).

Another minor development: the stompable blocks in each world now respawn whenever you die (similar to the enemies).

These changes affect many parts of the game, so I tried to test meticulously. If you come across any issues, please let me know in the comments.

You can play the new version here .

Posted: November 29th, 2014
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an illustrated guide to jumping and stuff

Behold! The Controls section.

These menus have really made me aware of my obsessive, meticulous approach to graphics. I’m starting to think I should only draw very tiny things.

Or maybe everything I draw for the next project should be super sloppy.

Also, I guess I should mention that I’ve made all the non-menu items transition to greyscale whenever you have the pause menu open. My inspiration was the Windows XP “Stand By/Turn Off/Restart” menu.

Posted: November 11th, 2014
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splash buttons

Still working on menu redesign. The scope of this change is much larger than I anticipated.

But the basic functionality is in place, and I like how things look, especially in motion.

Exciting stuff, I know.

Posted: November 1st, 2014
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tiny adventures

I’ve mostly been goofing around this week. In the process of working on new menus, I started brainstorming ideas for new Settings.

At first, I was just working on in-game events to alter Marty’s colors, via WebGL effects. Then I started messing around with Tiny Mode.

This is totally doable, and maybe it could be a fun way to expand the game later. But for now, we can probably just file it under “Experiments”.

For science.

Posted: October 4th, 2014
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pause menu 2.0

This week I’ve been making some new pause menu buttons. Originally, I was just going to add some options, like the ability to see your progress in the game. However, the pause menu was already a little messy, and adding text was only going to make things worse.

So I decided to try a redesign, using familiar visual icons instead of text.

I’ve also been toying with effects to unfocus/refocus different layers when the game is paused.

Anyway, the next step is to make the menu functional.

P.S. that gear might be replaced with a speaker icon, if I can’t come up with any settings besides volume control. It always seems a bit silly to have a whole “Settings” menu when the only thing you can change is volume.

Posted: September 27th, 2014
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ROB_v4 gamepads and collisions

New version of the open beta!

I’m excited for this one. There are a couple major changes introduced.

1. As I mentioned in the previous post, I changed Marty’s main sprite to a single-frame rectangle that never changes shape or image point. This specifically affects the glitchy movement that could occur when the player is standing directly against a wall.

2. Gamepad support! I tested with Xbox One and PS4 controllers, but any gamepad with a similar button layout should work (provided you’re using Chrome). I haven’t edited the in-game instructions for controls yet, but it’s pretty simple: Left and right with the D-pad (or primary analog stick), and to jump/stomp you can use “A” (Xbox) / “X” (PlayStation). The “Option/Menu/Start” button pauses the game.

I also changed the permalink structure for website posts and pages. I tested to make sure that everything redirects properly, but if you have issues with broken links, please let me know in the comments.

You can play the latest release of Rebound’s open beta here .

Posted: September 21st, 2014
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99 hard lessons

I took the last week off to move apartments. Once I got settled, I started working on Marty’s hitboxes.

At the very beginning of Rebound’s development, I made the mistake of using the same sprite for collisions and animations. So the collision box was changing size and position erratically. I finally decided to sit down and separate them, so the animation sprite is a skin that rests on top of a solid box, which never changes shape or size.

Not terribly interesting to explain, but it makes things feel more smooth and consistent.

I’ve also been working on some gamepad controls, to give the player an alternative to the keyboard. Shouldn’t be too difficult to get it up and running. And since I grew up on consoles, getting to play my own game with a controller gives me all sorts of . . . feels.

Posted: August 30th, 2014
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ROB_v3

I posted an updated version of Rebound’s open beta.

There are some larger changes this time around. The most notable would be that enemies now respawn, and there are new parallaxes in the five terrestrial worlds.

You can also skip through dialogue if you don’t feel like reading. Just be prepared for some passive-aggressive reactions from Cathy.

You can play the game here .

Posted: August 16th, 2014
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