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Title: Megabyte Punch - The customizable electro fighting game Post by: Dion on October 02, 2011, 07:42:26 AM Megabyte Punch It's been a real joy making this game. I'm quite happy we were able to do this much with just the two of us (and only using the free version of Unity even). It's truly been one of the most educative periods of our life. Of course, our duty to to bring this game out into world doesn't end here, as we move on from making to promoting. Our top priority right now is getting the game on Steam via Steam Greenlight. I hope lots and lots of people can enjoy playing it, so please share it with anyone you can! Check the release trailer! (http://www.youtube.com/watch?v=H-7IFAiQX_8) Visit our Greenlight page here, and vote for us maybe yes no? (http://steamcommunity.com/sharedfiles/filedetails/?id=93137992) Get the game on Windows, Mac and Linux! (http://megabytepunch.com) Also on Desura! (http://www.desura.com/games/megabyte-punch) The Old Trailers are still badass: Beta trailer (http://www.youtube.com/watch?v=2V9PfmbvRA0) Alpha trailer (http://www.youtube.com/watch?v=xAjGUQxTEeQ) The web demo of the game: (http://dionbyte.files.wordpress.com/2011/12/playbutton.gif) (http://www.kongregate.com/games/Reptilegames/megabyte-punch) How it all started: Me and Tim are making a game called Megabyte Punch. It's a customizable electro fighting game! Or in words that are slightly different, it's an adventure/fighting game hybrid with an electro style. You can smack guys, attach their parts and get their abilities! (http://dionbyte.files.wordpress.com/2011/10/adventuremode1.png) It goes a little something like this: Every creature in the game world is made up of separate parts. Parts have their own powers and bonuses (like a rocket legs for an extra jump) and you can attach them to yourself freely. You travel through different environments, search and dig for parts and battle other creatures for theirs. This is the adventure mode. Then there is the fight mode. Here you can fight other players in an destructible arena in a way similar to the Super Smash Bros. series with the abilities your customized creature gives you. (http://dionbyte.files.wordpress.com/2011/10/fightmodesmall.png) That's the introduction. Now, I'll be keeping a devlog here if I may. It might still take some months to finish, but I can assure you that this project will be completed! Also, if you happen to be interested in technical stuff, solutions and inner workings as well, I'll be jamming over at dionbyte.wordpress.com (http://dionbyte.wordpress.com). Title: Re: Megabyte Punch Post by: McMutton on October 02, 2011, 08:18:11 AM I whole-heartedly support this idea. Onward!
Title: Re: Megabyte Punch Post by: Chris Pavia on October 02, 2011, 09:05:05 AM Very promising start! the levels feel a bit too claustrophobic to me, given the scale of the characters and how far the player can jump.
Title: Re: Megabyte Punch Post by: Inanimate on October 02, 2011, 09:38:07 AM Jumping seems to have an odd delay on it, and I think it'd work better if it was assigned to W, as you don't seem to be using that for anything else.
I really like the idea, though, and I think you have a lot of potential here! Special moves and stuff would add to it a lot (right mouse button, perhaps? Scroll wheel goes through options?) Title: Re: Megabyte Punch Post by: Dion on October 02, 2011, 10:42:04 AM Thanks a lot for the encouragement people!
the levels feel a bit too claustrophobic to me, given the scale of the characters and how far the player can jump. You have a point there. Luckily this can be fixed quite easily.Special moves and stuff would add to it a lot (right mouse button, perhaps? Scroll wheel goes through options?) Very much agreed, special moves will also be a big motivator to hunt for specific parts (like powerful cards in a deck). I was thinking that I could tie them to a 'special' button together with a directional button, because the scroll wheel might be too inaccurate to use competitively. It worked for Super Smash anyway!Title: Re: Megabyte Punch Post by: Dion on October 27, 2011, 11:23:49 AM (http://dionbyte.files.wordpress.com/2011/11/newtilesetsmall.png)
+ Added a full tileset of blocks + Added tilted corner blocks + Added neutral air attack + Added back air attack + Added up air attack + Added down ground attack + Added dash ability on 'n' or right mouse button (this is going to be on a specific part later on) + Added shield piercing (stabs) + Added shield break stun when your shield is run out or pierced ~ Hitlag of the attacker when hitting a shield is now doubled to give an extra advantage to shielding ~ Button presses are remembered during hitlag now, meaning attack strings continue easier ~ Changed the walljump from the jump button to a tap in the other direction Some things are itchy (like the tilted corners), I'm going to work on that as soon as I know how I can work on it. Take a look at dionbyte.wordpress.com (http://dionbyte.wordpress.com) to see as to why it took a while for new updates to appear. Aaaaand dionkoster.com/megabytepunch/ (http://dionkoster.com/megabytepunch/) to play the newest build. A good day to you sir! Title: Re: Megabyte Punch Post by: Chris Pavia on October 27, 2011, 12:02:43 PM I'm happy to see you're making progress on this, can't wait to get home from work and give it a whirl.
Title: Re: Megabyte Punch Post by: Dion on November 11, 2011, 03:21:59 AM Lots of new stuff! Let me comment on some. First of all, the controls. Move with WASD, attack with 'b' and do a special move with 'n' (or your left and right mouse button). These special moves can be found on parts. You can have up to 4 of them and you can switch between them with 1 2 3 4.
(http://dionbyte.files.wordpress.com/2011/11/hud.png) Ability slots left, damage and lives right. A work in progress of course. Shielding is now on 'e' and shield pierce (or stab) is on 'q'. Parts are picked up with 'r', hold it down to have the attachment interface pop up. Speaking of parts, there are now actually some parts to collect! Some sets you can only get from enemies, others from treasure chests. (http://dionbyte.files.wordpress.com/2011/11/newdefaultparts1.png) (http://dionbyte.files.wordpress.com/2011/11/slasherset1.png) (http://dionbyte.files.wordpress.com/2011/11/boxerset1.png) (http://dionbyte.files.wordpress.com/2011/11/blacksmithset1.png) Play at: http://dionkoster.com/megabytepunch/ (http://dionkoster.com/megabytepunch/) Ma blawg at: https://dionbyte.wordpress.com/ (https://dionbyte.wordpress.com/) List of Changes: + Added a new default set of parts + Added new legs, arms and head for the standard enemy + Added three full sets of parts to collect (slasher, blacksmith and boxer) + Added an ability switch to allow use of up to 4 different abilities + Added a new enemy (slasher) in adventure mode + Added the stab on 'q' + Added a slice ability + Added a teleport ability + Added stats to certain parts + Added some jump effects + Plants! + Added player indicators in the GUI and on the player at the start of a match ~ Moving is now only done with WASD ~ changed the shield to 'e' and picking parts up is now done with 'r' ~ Changed the ingame HUD ~ Hitboxes with more damage now have priority over weaker ones, equal hitboxes will cancel eachother out * Numerous small fixes Title: Re: Megabyte Punch Post by: Franklin's Ghost on November 11, 2011, 07:17:55 AM This is really coming along great, really enjoying playing a quick game of seeing what i can build and what abilities I'm able to discover. Great job.
Title: Re: Megabyte Punch Post by: Sam English on November 11, 2011, 07:25:37 AM (http://dionbyte.files.wordpress.com/2011/11/slasherset1.png) Oooooooo, Scyther! This is looking so cool, Dion. Keep up the fantastic work! Title: Re: Megabyte Punch Post by: Dion on December 05, 2011, 08:19:59 AM Time for some new stuff!
Play here: dionkoster.com/megabytepunch/ (http://dionkoster.com/megabytepunch/) Just scroll down for the controls. Remember to play in fullscreen with F11. I also really recommend playing this with a XBox360 controller and a friend. The game now saves your attached parts every time you pass through a door or choose the ‘save and quit’ option in the pause menu (escape button). There’s also a brand spankin’ new inventory and attachment interface. It’s inspired by the item selection system of the newer Legend of Zelda games, and it really makes things a lot easier and faster! (http://dionbyte.files.wordpress.com/2011/12/inventory.png) Open it up with ‘R’. You can drop a part with the right mouse button and attach with the left button. The inventory is emptied every new level, so be sure to attach stuff you want to keep. These parts will eventually be transferred to your collection, which you will be able to access in a workshop. There’s also a new arena level. Check it. (http://dionbyte.files.wordpress.com/2011/12/new_arena1.png) List of changes: + Added the saving of player builds + Added an inventory + Added new attachment interface + Added auto-picking up parts + Added new fighting arena ~ Changed/added various level graphics ...Dutch TIGers in the house? (http://dionbyte.files.wordpress.com/2011/12/saintshot1.png) Title: Re: Megabyte Punch Post by: Superb Joe on December 05, 2011, 09:28:15 AM please make some racist robopiets
Title: Re: Megabyte Punch Post by: jazeker on December 05, 2011, 10:25:35 AM haha Sinterklaas ;D
en het ziet er sowieso goed uit! / and it looks good either! Title: Re: Megabyte Punch Post by: SolarLune on December 05, 2011, 11:02:52 AM I hadn't heard of this until looking at it now, and I would REALLY like to see it made. It looks pretty sharp, and customizing your character sounds fun as all get out.
Title: Re: Megabyte Punch Post by: XRA on December 05, 2011, 09:45:40 PM this is awesome, super responsive punchiness! Then I was fighting and saw the level being destroyed too! :epileptic: I like the little details in the jump shockwave, also sending enemies flying when they die (occasionally?)
Title: Re: Megabyte Punch Post by: Dion on December 06, 2011, 02:59:36 AM I hadn't heard of this until looking at it now, and I would REALLY like to see it made. It looks pretty sharp, and customizing your character sounds fun as all get out. this is awesome, super responsive punchiness! Then I was fighting and saw the level being destroyed too! :epileptic: I like the little details in the jump shockwave, also sending enemies flying when they die (occasionally?) Thanks! Wadda know, I would also like to see it made! About the enemies, this game doesn't use health. It uses damage. The more you have the harder you are sent flying. Once you reach a critical velocity and hit a wall, you blow up (on higher velocities you'll even break through walls, Dragonball Z style). We do still need lots of feedback to make this clear though. Title: Re: Megabyte Punch Post by: Sir Raptor on December 06, 2011, 04:38:01 PM I think the primary issue is that at times, I'm not sure exactly what I'm doing. It would help if maybe two things were added:
1. The minor spider robot pieces tend to clog up my inventory quickly; maybe allow the player to press down to pick up pieces. 2. Some sort of indicator as to which pieces give you special abilities or something. Otherwise, all cool. Title: Re: Megabyte Punch Post by: Taugeshtu on December 07, 2011, 02:14:05 AM I'm asking for one thing: turn player with mouse pointer/gamepad sticks.
Except this (and the fact that at any zoomed out screen game noticable slows down - do you compound tiles into single surface mesh?) - everything seems to be fine) Oh, and make description to parts! I was quite suprised when I found out that with this GODDAMNBIG cyan fist I deal more damage that with spider's hand Also, spider's head and it's teleportation ability is great ^_^ Title: Re: Megabyte Punch Post by: Dion on December 08, 2011, 06:44:28 AM 1. The minor spider robot pieces tend to clog up my inventory quickly; maybe allow the player to press down to pick up pieces. 2. Some sort of indicator as to which pieces give you special abilities or something. Otherwise, all cool. These are good points, I did already think of some solutions (but have been neglecting them in favor of more important features). 1. Parts of the same kind should stack, saving a lot of space. 2. This is actually planned, ability (and bonus stats) icons are going to pop up when selecting a part in the inventory and the icon will also give some visual when attached. I'm going to begin work on the workshop pretty soon too, for a more comfortable body tweaking environment. I'm asking for one thing: turn player with mouse pointer/gamepad sticks. Except this (and the fact that at any zoomed out screen game noticable slows down - do you compound tiles into single surface mesh?) - everything seems to be fine) Oh, and make description to parts! I was quite suprised when I found out that with this GODDAMNBIG cyan fist I deal more damage that with spider's hand Also, spider's head and it's teleportation ability is great ^_^ Firstly, I'm very impressed that you found that extra damage on the big fists! I use the zoom mainly for debug purposes, it's not going to go that far eventually. With some tiles being complex meshes and also destructible, I think it's better to not bother with making it a single mesh. And I'm not too sure about the mouse pointer turn though... maybe as an option. Your responses are very much appreciated! As for my current focus, I'm now working on making different levels and rooms. Like hub->level1a->level1b->level1c->level1Boss->level2a->etc. including different enemies, treasures, visuals per level. It really needs to be more of a game, so I'm excited! Title: Re: Megabyte Punch - The customizable electro fighting game Post by: baconman on December 12, 2011, 05:51:08 AM So far this is really effin' cool. A little fine tuning and this'll be a total blast!
Couple things that may prove helpful: Have some blocks/surfaces be indestructible (except maybe to particular power sets); especially the surface right below the exit door. It's possible to destroy that block and then you're stuck with no way to exit your level. (I've tried "jump exiting," it doesn't seem to work.) Make "combat attacks" distinctly different moves from "terrain destruction." Sure, you can have the treasure blocks respond to both of them, but nothing quite sucks like defeating a guarding enemy by low-attacking them, accidentally destroying your exit's support block. Slopes are there, and they are nice - but tuning the movement on them will work wonders. So far they don't appear to be registering on hit detection at all (unless maybe it's just the base of them), and I've had to jump up them the whole time. Make parts drops a bit more uncommon. It's way easy to accumulate a whole freaking lot of parts very quickly, and sorting/navigating them seems to be a bit of a pain (maybe I'm just not doing it right?). The controls and the character/level designs seem to be this title's strongest points, so let them shine! :) I look forward to what becomes of this title, and to see what interesting twists you put on your "Adventure Mode." Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Son of Bryce on December 12, 2011, 03:26:21 PM This is pretty sweet. Could you make "W" double as a jump key as well?
Title: Re: Megabyte Punch Post by: r0ber7 on December 12, 2011, 03:34:35 PM ...Dutch TIGers in the house? (http://dionbyte.files.wordpress.com/2011/12/saintshot1.png) :lol: Totally unexpected Sint exposure. Groeten uit rivierenland. :gentleman: Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on December 13, 2011, 04:57:20 AM As you try this newest version, the first thing you will most likely notice is that there is a battle playing out between two opposing sides (in which you are unfortunately unable to participate). One would think there is a reason for all this violence, a higher goal… well there isn’t. We had some fun with factions and AI so just ignore it for now. Anyway, you’re standing in a hub. It’s a safe place to dabble in your part collection and it’s a crossroad to other worlds.
(http://dionbyte.files.wordpress.com/2011/12/level21.png) With this new update, the game is structured like this: Worlds are general themes (like ‘Electro Caves’) and are made up of 3 unique levels, these are in turn made up of 4 stages, with the last being a special type of stage like a boss fight. (http://dionbyte.files.wordpress.com/2011/12/level11.png) The amount of parts far outweigh the abilities right now, so I’ll work on that a bit more for the next update! Big changes: + Added levels, stages and bosses + Added indicators for which level, world, stage you are + Two new part sets (a psychic and remixed classic set) + Added hub ~ Changed the default part set Quote This is pretty sweet. Could you make "W" double as a jump key as well? If it doesn't conflict with anything, yeah, I guess I could! Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on December 13, 2011, 05:05:22 AM Oh hi!
Nice to meet you all! I'm Tim and I try to make this game pretty :mockangry: Title: Re: Megabyte Punch - The customizable electro fighting game Post by: J. R. Hill on December 13, 2011, 07:32:59 AM You are doing a good job Tim.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on December 13, 2011, 08:58:14 AM Thanks Mr. Hill :)
-By the way, for the people who were unable find all the newly added parts, here are screenshots of two added part sets and the modified default set. (http://dionbyte.files.wordpress.com/2011/12/newdefaultset.jpg) (http://dionbyte.files.wordpress.com/2011/12/geokopsychset.jpg) Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Son of Bryce on February 15, 2012, 07:16:19 PM I'm looking forward to the new demo!
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on February 17, 2012, 02:01:37 AM We do too :)
Still quite some work to do to wrap this into a smooth demo. That is by the way the reason of the lack of public updates :) However the game is getting along nicely. We are mostly wasting (or playtesting :wtf:) our time fighting in multiplayer mode :gentleman: Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on April 05, 2012, 06:03:26 AM We've got a new demo out! Any feedback is very welcome! I'm really happy with the trailer too.
It's a wild demo trailer! (http://www.youtube.com/watch?v=xAjGUQxTEeQ) The new in-browser demo: (http://dionbyte.files.wordpress.com/2011/12/playbutton.gif) (http://www.kongregate.com/games/Reptilegames/megabyte-punch) I fear the man who can resist such a big red play button. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: oyog on April 05, 2012, 04:29:44 PM Man, those are some good looking levels. I'll have to give it a try tonight.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Franklin's Ghost on April 05, 2012, 05:37:27 PM This has come a long way since I last saw it. Loving that trailer, the levels are looking great, like all the new designs and colours and the adventure mood has a great intro to learn the controls. The new inventory also works and looks alot nicer.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: SolarLune on April 05, 2012, 08:34:06 PM Hey. Feels pretty good - I pre-ordered a copy. Seems like it'll be tons of fun, especially if there'll be online play.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: XRA on April 06, 2012, 12:01:54 AM great job with this! I played for a long time, whos doing the music?...good stuff, love the drums and synths :epileptic:
During the levels to get the drill, I thought the 3rd level had the best recognizable flow or progression to it. For the bossfight, I'd suggest having a few pits of death during the levels leading up to that... I wasn't sure if there were drops like that, so I had to test it by dropping off. Kicking enemies across the level and through blocks is super satisfying, I really wanted points to pop up from various things, or coins/bolts (gold) to collect for points also.. no point really, just would make it feel even nicer to me.. kicking enemies into other enemies etc.. After destroying the drill-dude, I went to the door and left the level before equipping the drill, at first I was alarmed cause I didn't have any items when returning (game had already taught that), I went to the crate of my found items though and got the drill that way. I think if you had a reminder at about this time it would help in case any player got discouraged from playing and didn't think to check the crate. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on April 06, 2012, 01:19:19 AM Hey. Feels pretty good - I pre-ordered a copy. Seems like it'll be tons of fun, especially if there'll be online play. Hooray! We won't let you down!great job with this! I played for a long time, whos doing the music?...good stuff, love the drums and synths :epileptic: We work with a fabulous sound designer called Oscar van der Burgh. Here is his site: http://www.oscarmusic.nl (http://www.oscarmusic.nl) It's funny you mentioned the 3rd level having more flow. The first two are actually procedural. I had some fun with that, but now we've decided to make all levels by hand and leave the procedural stuff for enemies (with random parts and all). We've also been thinking about giving small rewards in blocks, chests and enemies. Maybe it refills lives when you collect 100? Or you can unlock fight levels! Title: Re: Megabyte Punch - The customizable electro fighting game Post by: SolarLune on April 06, 2012, 08:30:54 AM Hey, so I played the game a bit more, and I was wondering if there's a joystick key to switch skills yet? It seems like I pressed all of the buttons, but that option wasn't there...?
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on April 06, 2012, 12:33:48 PM Not sure what kinda joystick/controller you are using? On the Xbox360 controller for windows you can switch 'm with the D-Pad.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: SolarLune on April 06, 2012, 01:11:38 PM D-Pad, eh? I've got a PS2 controller, but I was playing in digital mode. I'll see what happens if I use the analogs and D-Pad. Thanks!
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Eendhoorn on April 06, 2012, 01:14:15 PM This is great! I'm a big fan of the smash brothers series so I was bound to love this. Good job.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on April 06, 2012, 02:00:11 PM I hope that fixed your the problem SolarLune.
@omgnoseat: :gentleman: Title: Re: Megabyte Punch - The customizable electro fighting game Post by: SolarLune on April 06, 2012, 02:35:43 PM I'm not sure why Microsoft did this, but the 360 controller's D-Pad left and right is up and down on my (standard, I'm guessing) joystick, and up and down on the 360 controller is apparently not even on my controller. :-X It's cool - I can use X-Padder, unless you add re-bindable keys.
EDIT: Ah, there's re-bindable keys in the launcher. Excellent. EDIT 2: Okay, so here's some feedback. I find the camera too far away from the action for normal fights, though the boss cam seems to be about the right distance away. Maybe you could add an option to pull the camera in closer? Also, no retries after dying to the boss? It's a bit difficult to do all three stages and a boss in one go with only four lives and no regenerating health. Otherwise, it's a fine game. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on April 07, 2012, 02:08:59 AM @ SolarLune: Thanks for your feedback. You are able to zoom the camera in or out with the scrollwheel on your mouse. We didn't map that to the controller buttons though. It might be an idea to map those to the backtriggers of the controller.
It can be difficult indeed to clear all 3 levels and the boss in one go and it might be frustrating when you have to start over! We are "experimenting" (Dion hates that word) with different methods of checkpoints and/or regaining lives/health. In general: We played with some explosive blocks yesterday! .....wait for it....IT WAS A BLAST! 8) We also recorded an epic battle between Dion and I, I'll upload it soon. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on April 25, 2012, 02:03:29 AM (http://dionbyte.files.wordpress.com/2012/04/1small.png) (http://dionbyte.files.wordpress.com/2012/04/7small.png) It's been a while since a proper update! + All level stages redesigned (9 stages total) + Added run animation + Added player shadow + New home village graphics + Added explosive blocks (mines) + Inventory and the collection box show available actions + Added a second layer of blocks to all level stages ~ Changed controls from mouse-keyboard to just keyboard ~ Changed how the inventory works ~ Made most of the ranged attacks more powerful ~ Changed the tutorial to be more clear * Fixed a lot of inventory bugs The demo and the pre-order alpha beta not-finished premium latest version thing (http://megabytepunch.com) are now split. The demo also has these fixes, but only includes level 1. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on May 10, 2012, 01:50:43 AM Another update!
In this update, we’ve improved basic gameplay. The chests now contain bits, that you can collect to restore lost lives. The enemy Megacs now drop single parts, so you won’t be flooded as much. You can send any part to your collection from your inventory with ‘J’. Mine explosion now throw you outwards from their center (you can try launching yourself to places you couldn’t reach before). Some damage effects and two new abilities are added too. (http://dionbyte.files.wordpress.com/2012/05/3small.png) + Random enemies! + Added mine placing ability + Added defensive wall place ability on the shield part + Added damage effects + Added bits in chests and crates + Get an extra life for every 100 bits you collect + Added hitlag and effects to the drill and launch ability + Added a 'store part' option in the inventory + Gave the wrench enemy type an uppercut animation ~ Changed mine explosions to knock things back from their center outwards ~ changed amount of parts dropped by creatures to a single one ~ Changed the inventory graphic (again) ~ Some small changes to the level 1 stages ~ Changed some parts to only fit on either legs or arms instead of both ~ Tweaked a lot of special ability hitboxes for more hitpower and a little less hitscaling * Fixed dash type abilities going further diagonally Pre-order to support development! (http://megabytepunch.com) Title: Re: Megabyte Punch - The customizable electro fighting game Post by: SolarLune on May 10, 2012, 07:55:43 AM The repeating tiles in the screenshot are a bit distracting - they could be darker, and have some variety. I'm glad to see this is updated, though - it's looking better and better!
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on May 25, 2012, 03:20:59 AM At it again, updating that is.
In this update, we mainly added a new level: the Subprogram Deadlands. The new enemies are made of 14 new parts to collect with 3 new abilities. This level includes more hazards, like the virus clouds and pits. It can even be pretty unforgivable at times. Our music-man ran out of time to produce a new track for the level, so we'll update that in later. It now plays one of the older tracks, but with the new 'mute music' option you can just turn it off if you like. (http://dionbyte.files.wordpress.com/2012/05/13small.png) (http://dionbyte.files.wordpress.com/2012/05/15small.png) The changes: + Added the new level 'Subprogram Deadlands' with 3 stages and a boss fight + A new little proto-village + Added new enemies (the Subprograms) with a total of 14 new parts + Virus clouds + Virus cloud mine placing ability + Red (killing) virus clouds + Added blocks that break when you stand on them + Glide ability + Enemies now drop 4 bits when destroyed + Added mute sound and mute music buttons in the options and pause menu + Added sound for placing a block + ELECTRO TREES ~ Made the blaster do less knockback ~ Minor changes to level 1 and 3 ~ Changed the teleport to not go through walls (sorry!) Pre-order to play this and the rest! (http://megabytepunch.com) The repeating tiles in the screenshot are a bit distracting - they could be darker, and have some variety. I'm glad to see this is updated, though - it's looking better and better! Thank you and yeah, the tiles of level 2 could definitely use some variation.Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on May 29, 2012, 06:20:28 AM Don't forget to check out Megabyte Punch on Desura!
http://www.desura.com/games/megabyte-punch Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on June 12, 2012, 04:27:50 AM In this new update, we added a new collection interface and vastly improved the inventory interface. We also named and described every part and with that, every ability too.
(http://dionbyte.files.wordpress.com/2012/06/2small.png) The changes: + New collection GUI + Improved inventory + All Parts named and and described + All Abilities named and described + New keyboard controls (next to WASD) + New music for the Subprogram Deadlands + You can now also jump with 'up' or 'w' + Destructo-Cheat (WARNING: deletes your progress, but keeps your parts) (in the main menu, hold CTRL, ENTER and DELETE) + Hyper-Destructo-Cheat (WARNING: deletes progress and parts) (in the main menu, hold CTRL, BACKSPACE and DELETE) * Fixed colorizers acting funny * Fixed break sound missing on various blocks * Fixed death warning slomo not working to the left ~ Various parts switched ability Title: Re: Megabyte Punch - The customizable electro fighting game Post by: nihilocrat on June 15, 2012, 09:27:48 AM Hey, this is really awesome, I like the idea of Super Smash Brothers with a lot more customization.
There are two things (pretty closely related) which I have an issue with:
Anyways, the visuals are ace (I love flat-shaded polygons) and the concept is great. Good luck! :wizard: :toastR: Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Remmers on June 18, 2012, 03:40:49 AM Thanks for your feedback about the ability switching. Switching abilities is indeed a bit static at the moment, what happens is that you will pick a nice ability and keep using that one. Our goal is to really shape up your character with the abilities you picked so we really have to iterate on that :)
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Zeredek on June 18, 2012, 05:04:44 AM Hey RPT_d1, whatsup?
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on June 18, 2012, 12:16:38 PM Hey RPT_d1, whatsup? AGDG HOOOOOOOOO 'sup my man. You have to buff the archer man, I can't beat shit with him haha. I was too lazy to give you feedback before, but I'll give you some when I try the latest build. Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Dion on August 10, 2013, 02:26:15 PM Holy smokes we actually finished the game! I've been neglecting this devlog a little bit, but thank you, TIGsource, for the support, feedback and ideas.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: poe on August 10, 2013, 07:16:23 PM Grats!
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Tanner on August 10, 2013, 09:21:21 PM This is a great game. Turns out I bought it twice (greenlight bundle and just after the RPS article) and I'm not even mad.
Title: Re: Megabyte Punch - The customizable electro fighting game Post by: FireFlower on August 11, 2013, 03:46:04 AM Just tried the demo and liked it! Got a fresh retro feel over it and I like the different abilities and the semi-destructible environments.
Would probably be cool if you could play it with a controller though, but maybe you can... Title: Re: Megabyte Punch - The customizable electro fighting game Post by: Tanner on August 11, 2013, 11:21:48 AM You can.
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