moomat
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« on: August 14, 2015, 06:24:35 PM » |
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« Last Edit: July 12, 2016, 12:20:13 PM by moomat »
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Check out Junk E.T. at junketgame.com
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A Strange Bird
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« Reply #1 on: August 14, 2015, 06:31:26 PM » |
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This looks really good! What's it made in? Also just looked at the trailer, I love the protagonist! The beard is killing it
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moomat
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« Reply #2 on: August 14, 2015, 06:38:04 PM » |
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The beard is quite mighty with Dima The game is written in LibGDX.
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Check out Junk E.T. at junketgame.com
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moomat
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« Reply #3 on: August 14, 2015, 07:13:30 PM » |
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Dev Blog #1 It's been a helluva week for Junk E.T. after getting back from RTX 2015, and what better way to celebrate than with the release of alpha v0.13! All those who have an alpha key for the game can get the new version of the game by logging into the game's web site, and downloading the latest version. If you do not already have an alpha key, feel free to register an account on the web site to request a key. If you have any problems getting or using a key, please let us know right away! The focus of this version was implementing some of the features we had on display at RTX, such as new music and sound, as well as the implementation of our brand new character model! A full change log for the build follows. Please review at your leisure to learn more about the changes that are in Junk E.T. v0.13 alpha. As a reminder if you have not done so already, we would really appreciate votes for Junk E.T. on Steam Greenlight. As yet another reminder, as well, we posted lots of pictures of our experience at RTX 2015 on our Twitter page, so if you'd like to check them out be sure to follow us on Twitter. As always, please post any feedback on our forum as we're eagerly awaiting to hear what you have to say about all the tweaks and improvements in v0.13! Improvements and additions:- Replaced main character model, which was reworked from scratch.
- Player stops moving when takes damage.
- Added new music tracks and several sound effects.
- Tweaked Thumper shooting AI, making the bullets larger and faster.
- Added Xenapod-specific AI. (Work in progress.)
- Improved crosshair accuracy.
Minor changes:- Added new doors images for Desert and Forest environments.
- Increased Planet Teleporter collision box.
- Improved Cave environment tileset.
- Decreased player's movement speed but increased running speed.
- Changed dimension of some mobs, generally making them larger, because large mobs are awesome!
- Decreased gravitational force of some devices, like Gravity Devices and Wall Fan.
- Slightly reduced light effect on special trash items.
Bug fixes:- Universe is now reset when a new game begins.
- Fixed bug causing music to ignore the configuration volume.
- Fixed bug causing door animations not to work in some cases.
- Fixed Switch trap having inverted states.
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A Strange Bird
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« Reply #4 on: August 15, 2015, 05:39:37 AM » |
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Are these bug fixes also implemented in the alpha? Also, I am actually gonna register on the site, I wanna play this!
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Music Vortex
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« Reply #5 on: August 15, 2015, 06:07:48 AM » |
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Voted on Greenlight! Good luck
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moomat
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« Reply #6 on: August 15, 2015, 08:18:25 AM » |
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@ShalottFSG Yes they are. We release a new update to the current version of the game (alpha) every 2 weeks, which is available to all who sign up to get an alpha key.
@Music Vortex Thanks so much, much appreciated!
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moomat
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« Reply #7 on: September 13, 2015, 03:40:40 PM » |
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The Junk E.T. alpha version 0.14 is finally ready for release! If you have registered to join our alpha testing program, simply log into your account on our web site, click on the Alpa Testing link under the nav dropdown, and redownload the game. If you would look to join our alpha testing program to check out the game, simply click on the nav dropdown in the top right-hand corner of our web site and register an account; instructions will be provided for requesting an alpha key. This version introduces a rather large list of new content and features, primarily in the form of newly added room keys, and a stamina meter for displayed how much running power Dima has. Additionally, we have added a bunch of new mobs (albeit with simplistic, placeholder AI for the moment), several new environments, a few new trash items, and many new effects and sounds. As our formal release schedule is typically every other Friday, some of you may have noticed that we skipped a Friday, and even a few days beyond that; we simply needed a little extra time for this version. We will attempt to resume our typical two-week release schedule going forward. As always, we'd ask that if you enjoy the game, please vote for us on Steam Greenlight. If you have any friends who might like the game, be sure to pass a link along to them, as well! A complete changelog of alpha version 0.14 is as follows:Changes in version 0.14.0-alphaImprovements and additions:- Added a stamina meter UI which shows if the character is tired or not.
- Implemented three new environments: Rusty, Diner and Frozen Tundra.
- Updated doors of Desert and Forest environments with animated versions.
- Implemented keys and locked doors.
- Reworked trash heaps and how fuel conversion works.
- Mobs drop fuel orbs when they die.
- Balanced weapon attributes.
- Aurora Bee mob now leaves a trail of a harmful gas.
- Added two new trash items: Floppy Disk and Poo.
- Added 7 new mobs: Gib Pincer, Colonel Clux, Paste Maker, Bowl Buddy, Rhinowalrus, Hydra and Brocolops. (Note their AI is still very simple.)
Minor changes:- Restructured how environment loading works. (This opens a possibility for modding, although it's not a huge deal yet.)
- Updated planet preview images.
- Added a volume slider for sound effects in the options menu.
- Decephalon shots are faster.
- The floor under trash heaps are now dirty, as they should be.
- Changed blood decal textures.
- Each time a living entity gets damaged, there will be blood.
Bug fixes:- Fixed bug where fuel multiplier bonus would not reset before starting a new game.
- Fixed Sasqualien and Xenapod AIs running after they die.
- Fixed glitch causing entities not to flash when taking damage.
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moomat
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« Reply #8 on: September 14, 2015, 08:43:04 AM » |
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Just to be clear, since a few people asked us; the next version of Junk E.T. is due out on Friday, Sept. 25.
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moomat
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« Reply #9 on: December 10, 2015, 01:00:58 PM » |
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Greetings, Junk E.T. garbage collectors! We're back with a new alpha version -- version 0.16 -- packed with a bunch of new features and fun stuff for our alpha testers to play with! As a reminder, or if you are new to Junk E.T., you can still sign up to be a part of our alpha testing program, which enables you to play alpha versions of the game for free. Simply register an account on our web site. Once you have done so, you can request an alpha key and download a copy of the latest alpha build by clicking on the little navigation icon in the top-right-hand corner of the web site. Once you've tried Junk E.T. alpha v0.16, we'd love to hear what you think about it! Feel free to use our forums to post any criticisms, comments or anything at all about Junk E.T. that you'd like to share! Among the top new features we've added to this version of the game is a cutscene system for us to provide exciting new cutscenes, a new world environment and all sorts of other minor improvements. The full change log is as follows: Changes in version 0.16.0-alpha
Improvements and additions:
- Added a new environment: Aether.
- Added a new mob: Meloniac.
- Added an initial cutscene, explaining the story and giving missions a purpose.
- Implemented a chase AI that follows the player, independent of the obstacles in the room. You better run...
- Greatly improved the performance of some game systems.
- Improved explosion mechanic.
Minor changes:
- Implemented post-processing effects. The game just got prettier!
- Trash heaps are now associated with environments, which means leaf piles won't be found in the desert anymore.
- Character's flashlight now follows the mouse cursor.
- Mobs are no longer ghosts and will collide with each other.
- Living entities no longer stop moving after taking damage.
Bug fixes:
- Fixed bug causing the game to be resumed while still in the escape menu.
- Fixed trash heaps not having their intended size.
- Fixed bug causing player inputs to be handled several times instead of just once, leading to unexpected behaviors.
- Fixed bug that could crash the game when the player died.
- Fixed physics update cycle, so the game runs the same way in all systems.
[/b]
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Superb Joe
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« Reply #10 on: December 10, 2015, 03:58:59 PM » |
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in my head, this is a game about being an alien at a press junket trying to blend in by asking insipid questions
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moomat
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« Reply #11 on: December 10, 2015, 05:03:37 PM » |
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That's actually the plot of the sequel.
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moomat
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« Reply #12 on: February 09, 2016, 10:46:10 PM » |
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Hello out there in the distant reaches of junk-filled intergalactic wasteland! We're happy to announce that alpha version 0.17 of Junk E.T. has been officially released, and is available to download for all those who have signed up for an alpha key. You're still welcome to join our alpha program if you'd like test the latest version of the game. Register an account on our web site, then log in an request an alpha key, which will be mailed to you. Once you have received your key you may download the game from the "Alpha Testing" link under the nav icon in the top right of the site. In this version, Junk E.T. has LASERS! IN SPACE! You'll find the new Plasma Gun and Quantum Cannon in various shops throughout the galaxy as you explore several new and exciting environments. There are all sorts of new fun gadgets and effects to play with as well, including Life Orbs for replenishing health and energy, as well as breakable creates and other fun things. Be sure to download the newest version if you've tried previous versions and let us know what you think on right here or on our forums. We're always looking for feedback about our latest builds. Improvements and additions:- Implemented Life Orbs that regenerate some health and energy points.
- Implemented crates that break after being shot, and have a chance to drop interesting items like keys and orbs.
- Added new environment: Organic Wasteland.
- Added new trash heaps: Overturned Bus, Meteor and Couch.
- Added new weapons: Plasma Gun and Quantum Cannon. The latter shoots a very powerful laser beam that obliterates everything in it's path.
- Reworked many collision boxes, like walls and traps.
Minor changes:- Improved way trash heaps are generated in the room.
- Improved player jump, which now can go through trash heaps and other items.
- Added more awesome music tracks.
- Added a visual feedback for when the player loses health or is nearly dying.
- An error file is created each time an unexpected error occurs. If you see any of these jet_error files, let us know!
Bug fixes:- Fixed rare crash caused by boss room being created in the wrong place.
- Fixed a bug causing the player to instantly jump for much greater distances.
- Fixed a bug causing Timed Switches to not trigger correctly and invert the state of some traps.
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moomat
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« Reply #13 on: February 11, 2016, 05:16:21 PM » |
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For those who might want to see Junk E.T. in action, or particularly the new features in v0.17, we just uploaded a video that goes over what we've been working on lately. We'd love to get some TigSource love, and to see what you all might have to say about our game (good, bad, ugly, or otherwise!)
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« Last Edit: February 11, 2016, 05:21:42 PM by moomat »
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moomat
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« Reply #14 on: February 12, 2016, 07:52:08 PM » |
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We've been really working on expanding special items available in Junk E.T., particularly weapons. We put our LibGDX Box2d physics to the test and came up with this really cool, refracting laser weapon that seems to be getting a lot of good feedback. Just thought I'd share it with our Tigsource peeps and see what you guys might think.
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moomat
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« Reply #15 on: February 16, 2016, 10:00:11 PM » |
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I know people on Tigsource like to see "in-progress" kinds of work, so we just wanted to share this sketch of one of our newest mobs, and sort of the creative process that went into creating it. We work these up in the 2d skeletal animation system, Spine, after our artists conceptualize them.
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moomat
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« Reply #16 on: July 12, 2016, 12:11:57 PM » |
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We've been Greenlit! We just want to take a minute to thank all of our friends here at Tigsource for helping us push our vision for this fat, crazy space-faring garbage man to the next level! We've had a blast being a part of this community and watching so many of our peers putting in so much hard work, and for continuing to have a chance to share in the experience with you all. See you all on Steam soon!
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