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
Categories: Games
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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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parallaxical

This week I’ve been adding some parallax layers to each level.

A while ago, I made some specific background images that actually communicated something about their respective worlds, like the wind turbine in this capture.

So these newer backgrounds aren’t really meant to tell you anything new about the locations. They mostly just create depth and expand the scale a bit.

Posted: August 2nd, 2014
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ROB_v2

Well, it’s been almost a week since the open beta began. I’ve gotten some good feedback on the Scirra forums (mostly complements on the music).

Today I uploaded a new version of the game. The most important change is that enemies now respawn in the Prairie world.¬†I’m planning to make this a feature in the other worlds, too. I’m sure it changes the difficulty quite a bit, but I’m hoping it also makes the game less tedious overall, since you won’t be running back through an empty level whenever you die.

There were some other minor changes. One is that pressing “v” during normal gameplay will allow you to view the game’s fps and version number.

It’s been good to get some feedback on the forums, and I’m excited to keep improving on this goofy game. If you have any thoughts, feel free to comment on the game’s page, which you can still find here .

Posted: July 26th, 2014
Categories: Bloggin', Games
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Rebound open beta, y’all!

Hey, guys! It’s finally here: the open beta of this goofy game I’ve been working on for two years.

Play it here .

I also uploaded the soundtrack to Bandcamp. You can listen to it here .

If you’ve been following Rebound’s development, thanks for hanging in there with me. There’s plenty more to do, but for now, I just want to bask in the sweet aroma of this milestone.

Mmm. Stonaroma.

Posted: July 19th, 2014
Categories: Bloggin', Games, Music
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