Hello again, Today I turn 30 years of age. I wanted to take some time to celebrate my birthday by making an update. I decided no matter what I had I'd upload it anyways.
In this update1
Full notes
Full Jump Off The Bridge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
12 fixes3 additions0 changes0 removals
Server
Gameplay
Fixes
Maps
addedHello again, Today I turn 30 years of age. I wanted to take some time to celebrate my birthday by making an update. I decided no matter what I had I'd upload it anyways. So today I have three more levels, and have added the original 1.0 version of the game into an arcade cabinet in the city. Beating this level gives the player 10 bucks, which they can now use to buy keys (costs 100) from the Bear that's moved in above the pizza place. The keys allow players to unlock whatever level they'd like. It's in a bit of a primitive state, but it works. Over the years I've had a lot of friends tell me they struggle with platforming games, but still are interested in seeing more of the game's levels. Well this system allows you to see more of the game, at the cost of at least beating the first level that ever existed, which feels fair and symbolic. When the game originally released I had no save or load system. It was a single-sitting kind of game. I know people that left the game running for hours on their computer so they wouldn't lose progress, just so they could come back to the game later to try and beat it. I have fond memories of the early suffering, but overall I'd like people to have the opportunity to see more, to have alternate wincons exist; that has always been in my game design for Jump Off The Bridge. Besides, as a developer I can admit that some of the levels are at times unfair, or perhaps misplaced in the progression of the game, which ends up killing momentum rather than encouraging it. Perhaps I'm growing softer as I age hah. Speaking on the topic of age, I don't feel much wiser, or much smarter. The more books I read, the more I learn about that which I do not know, creating a feedback loop that simply just shows you how small you really are. And I don't mean small in a pejorative or diminutive sense, I mean it in a literal sense. Just that the world is vast, and only seems to grow. I've made some jokes that I've now gained the society's approval to carry out my mid-life crisis, as ordained throughout the annals of history. I think of a mid-life crisis as more of a reordering of personality. My hypothesis is that we spend the beginning years of our lives depending on our parents, learning their survival strategies, and then integrating ourselves into society. Perhaps for some the "middle" aspect of life (time's running out) is what necessitates weird uncharacteristic behaviors to flourish, to sort of recalibrate how you find fulfillment as you connect more with your "authentic" self? People reconnect with their childhoods, try strange things, find some religion, or all of the above and more. I'm looking forward to seeing what shenanigans I come up with. Whatever the answers are, I am confident only that I do NOT know them. I haven't gotten my official mid-life crisis license in the mail yet, but I will be taking the artistic liberty when I see fit; which is a fancy way of saying, expect weird. This year I'm making it a priority to venture out and make some games that are really small in scope. Several week to a month development times. If anything comes of that endeavor, then I'll be uploading them to Steam. I've been working on Jump Off The Bridge for a long time now, and over that time I've had ideas that don't fit into this game. I'm sure you may find that funny, considering I take every opportunity to break the mold with almost every level in terms of mechanic, theme, and plain tomfoolery. Should be fun, I'll let you know how it goes. As for anyone that is interested in the board game I've been working on, I made a long post about it in my Discord. The short of it is that we playtested it at GenCon, and are refining it, working on the manufacturing process, and playtesting it more. We'll see what comes of that as well. Regardless, if you're here reading this, thank you for your time. We'll talk soon, Cody Penn
addedAdded in V1.2.6.3Arcade in BizCity now has Arcade Cabinet of v1.0 of the game: Steam post imageSteam post imageSteam post imageSteam post imageSteam post imageSteam post image Level: Lowering the Stakes: Steam post imageLevel: Maybe Tomorrow Level: Moving Goalposts If you'd like more previews of what's to come, I did show off some more things in this recent video of mine: V1.2.6.3 Changelog
fixedAdded in V1.2.6.3Fixed: Improved the mounting code for buffalo, moving platforms, anything you ride, with the newcoming addition of the dolphins. (Although they are still jank.)
fixedAdded in V1.2.6.3Fixed: Rippy mouth movement stops when text stops.
addedAdded in V1.2.6.3Added: Pause menu now displays English Level-name, and room name in code if it doesn't have one, I felt it'd be a good addition since level names sometimes help with solving levels.
fixedAdded in V1.2.6.3Fixed: Hardmode Dragon level crashed when large vertical fireball collided with moving platforms.
Jump Off The Bridge changes
addedHello again, Today I turn 30 years of age. I wanted to take some time to celebrate my birthday by making an update. I decided no matter what I had I'd upload it anyways. So today I have three more levels, and have added the original 1.0 version of the game into an arcade cabinet in the city. Beating this level gives the player 10 bucks, which they can now use to buy keys (costs 100) from the Bear that's moved in above the pizza place. The keys allow players to unlock whatever level they'd like. It's in a bit of a primitive state, but it works. Over the years I've had a lot of friends tell me they struggle with platforming games, but still are interested in seeing more of the game's levels. Well this system allows you to see more of the game, at the cost of at least beating the first level that ever existed, which feels fair and symbolic. When the game originally released I had no save or load system. It was a single-sitting kind of game. I know people that left the game running for hours on their computer so they wouldn't lose progress, just so they could come back to the game later to try and beat it. I have fond memories of the early suffering, but overall I'd like people to have the opportunity to see more, to have alternate wincons exist; that has always been in my game design for Jump Off The Bridge. Besides, as a developer I can admit that some of the levels are at times unfair, or perhaps misplaced in the progression of the game, which ends up killing momentum rather than encouraging it. Perhaps I'm growing softer as I age hah. Speaking on the topic of age, I don't feel much wiser, or much smarter. The more books I read, the more I learn about that which I do not know, creating a feedback loop that simply just shows you how small you really are. And I don't mean small in a pejorative or diminutive sense, I mean it in a literal sense. Just that the world is vast, and only seems to grow. I've made some jokes that I've now gained the society's approval to carry out my mid-life crisis, as ordained throughout the annals of history. I think of a mid-life crisis as more of a reordering of personality. My hypothesis is that we spend the beginning years of our lives depending on our parents, learning their survival strategies, and then integrating ourselves into society. Perhaps for some the "middle" aspect of life (time's running out) is what necessitates weird uncharacteristic behaviors to flourish, to sort of recalibrate how you find fulfillment as you connect more with your "authentic" self? People reconnect with their childhoods, try strange things, find some religion, or all of the above and more. I'm looking forward to seeing what shenanigans I come up with. Whatever the answers are, I am confident only that I do NOT know them. I haven't gotten my official mid-life crisis license in the mail yet, but I will be taking the artistic liberty when I see fit; which is a fancy way of saying, expect weird. This year I'm making it a priority to venture out and make some games that are really small in scope. Several week to a month development times. If anything comes of that endeavor, then I'll be uploading them to Steam. I've been working on Jump Off The Bridge for a long time now, and over that time I've had ideas that don't fit into this game. I'm sure you may find that funny, considering I take every opportunity to break the mold with almost every level in terms of mechanic, theme, and plain tomfoolery. Should be fun, I'll let you know how it goes. As for anyone that is interested in the board game I've been working on, I made a long post about it in my Discord. The short of it is that we playtested it at GenCon, and are refining it, working on the manufacturing process, and playtesting it more. We'll see what comes of that as well. Regardless, if you're here reading this, thank you for your time. We'll talk soon, Cody Penn
addedArcade in BizCity now has Arcade Cabinet of v1.0 of the game: Steam post imageSteam post imageSteam post imageSteam post imageSteam post imageSteam post image Level: Lowering the Stakes: Steam post imageLevel: Maybe Tomorrow Level: Moving Goalposts If you'd like more previews of what's to come, I did show off some more things in this recent video of mine: V1.2.6.3 Changelog
fixedFixed: Improved the mounting code for buffalo, moving platforms, anything you ride, with the newcoming addition of the dolphins. (Although they are still jank.)
fixedFixed: Rippy mouth movement stops when text stops.
addedAdded: Pause menu now displays English Level-name, and room name in code if it doesn't have one, I felt it'd be a good addition since level names sometimes help with solving levels.
Hello again, Today I turn 30 years of age. I wanted to take some time to celebrate my birthday by making an update. I decided no matter what I had I'd upload it anyways. So today I have three more levels, and have added the original 1.0 version of the game into an arcade cabinet in the city. Beating this level gives the player 10 bucks, which they can now use to buy keys (costs 100) from the Bear that's moved in above the pizza place. The keys allow players to unlock whatever level they'd like. It's in a bit of a primitive state, but it works. Over the years I've had a lot of friends tell me they struggle with platforming games, but still are interested in seeing more of the game's levels. Well this system allows you to see more of the game, at the cost of at least beating the first level that ever existed, which feels fair and symbolic. When the game originally released I had no save or load system. It was a single-sitting kind of game. I know people that left the game running for hours on their computer so they wouldn't lose progress, just so they could come back to the game later to try and beat it. I have fond memories of the early suffering, but overall I'd like people to have the opportunity to see more, to have alternate wincons exist; that has always been in my game design for Jump Off The Bridge. Besides, as a developer I can admit that some of the levels are at times unfair, or perhaps misplaced in the progression of the game, which ends up killing momentum rather than encouraging it. Perhaps I'm growing softer as I age hah. Speaking on the topic of age, I don't feel much wiser, or much smarter. The more books I read, the more I learn about that which I do not know, creating a feedback loop that simply just shows you how small you really are. And I don't mean small in a pejorative or diminutive sense, I mean it in a literal sense. Just that the world is vast, and only seems to grow. I've made some jokes that I've now gained the society's approval to carry out my mid-life crisis, as ordained throughout the annals of history. I think of a mid-life crisis as more of a reordering of personality. My hypothesis is that we spend the beginning years of our lives depending on our parents, learning their survival strategies, and then integrating ourselves into society. Perhaps for some the "middle" aspect of life (time's running out) is what necessitates weird uncharacteristic behaviors to flourish, to sort of recalibrate how you find fulfillment as you connect more with your "authentic" self? People reconnect with their childhoods, try strange things, find some religion, or all of the above and more. I'm looking forward to seeing what shenanigans I come up with. Whatever the answers are, I am confident only that I do NOT know them. I haven't gotten my official mid-life crisis license in the mail yet, but I will be taking the artistic liberty when I see fit; which is a fancy way of saying, expect weird. This year I'm making it a priority to venture out and make some games that are really small in scope. Several week to a month development times. If anything comes of that endeavor, then I'll be uploading them to Steam. I've been working on Jump Off The Bridge for a long time now, and over that time I've had ideas that don't fit into this game. I'm sure you may find that funny, considering I take every opportunity to break the mold with almost every level in terms of mechanic, theme, and plain tomfoolery. Should be fun, I'll let you know how it goes. As for anyone that is interested in the board game I've been working on, I made a long post about it in my Discord. The short of it is that we playtested it at GenCon, and are refining it, working on the manufacturing process, and playtesting it more. We'll see what comes of that as well. Regardless, if you're here reading this, thank you for your time. We'll talk soon, Cody Penn
Added in V1.2.6.3
Arcade in BizCity now has Arcade Cabinet of v1.0 of the game: Steam post imageSteam post imageSteam post imageSteam post imageSteam post imageSteam post image Level: Lowering the Stakes: Steam post imageLevel: Maybe Tomorrow Level: Moving Goalposts If you'd like more previews of what's to come, I did show off some more things in this recent video of mine: V1.2.6.3 Changelog
Fixed: Improved the mounting code for buffalo, moving platforms, anything you ride, with the newcoming addition of the dolphins. (Although they are still jank.)
Fixed: Rippy mouth movement stops when text stops.
Added: Pause menu now displays English Level-name, and room name in code if it doesn't have one, I felt it'd be a good addition since level names sometimes help with solving levels.
Fixed: Hardmode Dragon level crashed when large vertical fireball collided with moving platforms.
Fixed: Hardmode Dragon was not displaying proper decayed grass throughout all phases.
Fixed: Hardmode Dragon shield mechanics, player was not animating properly when using a gamepad.
Fixed: Accidentally left invisible walls on last update, fixed that this time by turning off their visibility.
Fixed: Self Hate Inner Critic's statements order are random, but now each play once, shuffling the array each restart. Prevents dupes and shows more dialogue.
Fixed: Arms in "Artist Block" now match whatever clothing color player has selected.
Fixed: Game was not compiling in GMS2 YYC because one of my objects had more than 128 if/else statements, which apparently Visual Studio balks at (WEAK). Remade the level preview system in new format of DS Maps, and functions, should be fixed.
Fixed: A swim animation problem with controller.
Fixed: Player couldn't hold [Down] and [Jump] off the platform in the DDR Time Wizard Hardmode fight, I reprogrammed it differently to fix that.
Fixed
Time Wizard would get covered in lava on DDR Hardmode level, which wasn't conducive to time's innate fire immunity in his lore, so now he relaxes on it more gracefully, completely unaffected so no one has any second guesses.
Added Levels
Lowering the Stakes, Maybe Tomorrow, and Moving Goalposts.