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TIGSource ForumsCommunityDevLogsMegabyte Punch - The customizable electro fighting game
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Remmers
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« Reply #40 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! Cool We also recorded an epic battle between Dion and I, I'll upload it soon.
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« Reply #41 on: April 25, 2012, 02:03:29 AM »





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 are now split. The demo also has these fixes, but only includes level 1.

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Reptile

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« Reply #42 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.


+ 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!
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« Reply #43 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!
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Dion
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« Reply #44 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.






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!

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.
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« Reply #45 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
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« Reply #46 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.


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
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« Reply #47 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:

  • It feels "fiddly" to have to choose my active special with number keys. It's hard to properly use all of your specials in the heat of battle if you've got to switch between them. I would prefer to either just have four special keys that immediately trigger each special, or have each special override an existing control combo. Example: the rocket pack will always trigger if I do up-special or down-special, but its side-special gets overriden by the gun-arm I have equipped, which only triggers on side-special. Meanwhile, my uppercut-arm only triggers on empty-special (no movement, just hitting "special")
  • Some of the specials seem really narrow. The rocket pack is great because it gives me a different kind of special move if I do up-special, down-special, or side-special. However, the gun-arm and uppercut-arm both just give me the same attack no matter if I press up, down, or side while triggering the special.

Anyways, the visuals are ace (I love flat-shaded polygons) and the concept is great. Good luck!  Wizard Toast Right
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Remmers
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« Reply #48 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 Smiley
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« Reply #49 on: June 18, 2012, 05:04:44 AM »

Hey RPT_d1, whatsup?
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Dion
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« Reply #50 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.
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« Reply #51 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.
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« Reply #52 on: August 10, 2013, 07:16:23 PM »

Grats!
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« Reply #53 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.
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« Reply #54 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...
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« Reply #55 on: August 11, 2013, 11:21:48 AM »

You can.
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