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Steam News12 January 20251y ago

Andy Blast Devlog 1/12/25

First Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday.

Full notes

Full Andy Blast Vs The Forces of Evil update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix5 additions3 changes1 removal
  • Maps
  • Gameplay
  • Fixes
  • UI and audio
addedFirst Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday. I don't even KNOW where Friday went? The bonus is, that in what spare time I was using these last couple weeks to work on Andy Blast I got a LOT of things done! Most of it is housekeeping as I am still in that "avoiding new art and levels" stage of procrastination, but it was all important and some of it came from more player feedback! (Really, if you play the demo ALL feedback is welcome to try and make the game better.) So here's a list of all the things I've done since the last Devlog:
changedUpdated the Itch demo to the same one as on Steam
fixedFixed a bug in the Steam/Itch demo for the keyboard layout screen to show layout properly
removedChanged some internal timing code so V-Sync is no longer a stringent requirement
changedUpdated the controls menu:
addedJoystick can now be toggled independent of the keyboard layout

Andy Blast Vs The Forces of Evil changes

addedFirst Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday. I don't even KNOW where Friday went? The bonus is, that in what spare time I was using these last couple weeks to work on Andy Blast I got a LOT of things done! Most of it is housekeeping as I am still in that "avoiding new art and levels" stage of procrastination, but it was all important and some of it came from more player feedback! (Really, if you play the demo ALL feedback is welcome to try and make the game better.) So here's a list of all the things I've done since the last Devlog:
changedUpdated the Itch demo to the same one as on Steam
fixedFixed a bug in the Steam/Itch demo for the keyboard layout screen to show layout properly
removedChanged some internal timing code so V-Sync is no longer a stringent requirement
changedUpdated the controls menu:

First Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday. I don't even KNOW where Friday went? The bonus is, that in what spare time I was using these last couple weeks to work on Andy Blast I got a LOT of things done! Most of it is housekeeping as I am still in that "avoiding new art and levels" stage of procrastination, but it was all important and some of it came from more player feedback! (Really, if you play the demo ALL feedback is welcome to try and make the game better.) So here's a list of all the things I've done since the last Devlog:

  • Updated the Itch demo to the same one as on Steam

  • Fixed a bug in the Steam/Itch demo for the keyboard layout screen to show layout properly

  • Following changes are NOT in the newly uploaded DEMO:

  • Changed some internal timing code so V-Sync is no longer a stringent requirement

  • Due to the above change the game can be run correctly on a VR headset if desired, still in 2D though

  • Updated the controls menu:

  • Joystick can now be toggled independent of the keyboard layout

  • Joystick and keyboard controls are both always shown regardless of which is selected

  • Game should show you an "N/A" if joystick is not detected and default to keyboard

  • Keyboard is now "always on" in game with the selected control scheme regardless of Joystick status

  • Added (joystick) tutorial indicators on the first level so it's easier to know what buttons do what

  • Replaced the "SpeedRun" option with a "Tutorials" option to disable tutorials

  • Decided to not move forward with Speedrun tracking as LiveSplit would be more accurate and works just fine

  • Limited max lives to 9

  • Added a lives counter under the ammo counter for easy identification of lives left

  • Skeletons now have randomly selected skulls to add variety to them

  • Updated the Skeleton Walk cycle animation and arm swing animation to be more fluid

That's all for now, but I'll hopefully be more on the ball in the coming weeks! If I'm not it's because big things are happening in my world and sometimes I have to pause my gamedev!

Source

Steam News / 12 January 2025

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