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Steam News10 October 20241y ago

Telly the TV Demo 1.2.4 (Huge Play Mechanics Update)

Telly the TV Demo 1.2.4 now live Thanks so much for all the great feedback we've received so far in the community. We're constantly working to improve Telly the TV before our launch on the 25th.

In this update7

Full notes

Full Telly the TV update

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

What changed

1 fix1 addition4 changes0 removals
  • Fixes
  • UI and audio
  • Gameplay
  • Maps
fixedTelly the TV Demo 1.2.4 now liveThanks so much for all the great feedback we've received so far in the community. We're constantly working to improve Telly the TV before our launch on the 25th. We fixed a few major issues that we've been working on for a long time.
changedPlayer now Jumps Once Per Button PressThis is a standard convention in nearly every platformer game created. We also wanted to have this standard in our game, but we could never figure out how to work around the limitations of the Gdevelop engine. The default platform behavior caused Telly to jump like a bunny if the space bar or jump button was held down. Our team worked for about 10 hours straight to figure this out, we iterated all of the controls manually, and finally after a ton of trail and error it worked!
changedAdjusted Enemy Placement and Behavior in Haunted House (Level 2-1)Our enemy named Devil-y was causing a little bit of frustration. Our team took a look at the hitbox which needed some adjustment. We also decreased the jump height of the enemy so this makes it possible to destroy the enemy without getting damaged.
changedHaunted House Electric CannonsThe electric cannons in the Haunted House "channel" automatically get triggered when Telly gets too close. This behavior is working exactly as intended. But we modified the placement of some cannons to make it easier to avoid. The most difficult section of this stage takes place about 1/2 way through the stage. It is possible to avoid damage here, as long as you hang back on the solid wooden platforms, and quickly make your way across. This cannon was also causing a conflict with the level exit, so we moved this cannon back to free up some space so no one will get damaged when they leave the stage.
addedTemple Stage Falling PlatformsIn the Hidden Temple "Channel" our hero telly has to deal with falling platforms. These platforms are designed to respawn if the player has a game over. But otherwise the platforms are meant to be stepped on once, and they fall. However, during our play-through our team discovered not every platform was accessible if the falling blocks had been activated. So we added a few solid platforms to account for this, and now you should be able to jump to the next safe place, even if the falling platforms are gone.
changedTemple Stage Collision IssuesWe discovered a few jump-thru platforms located incorrectly. While none of our players discovered this, it actually allowed you to jump outside the boundaries of the stage. This would cause the player to game over automatically.

Telly the TV changes

fixedThanks so much for all the great feedback we've received so far in the community. We're constantly working to improve Telly the TV before our launch on the 25th. We fixed a few major issues that we've been working on for a long time.
changedThis is a standard convention in nearly every platformer game created. We also wanted to have this standard in our game, but we could never figure out how to work around the limitations of the Gdevelop engine. The default platform behavior caused Telly to jump like a bunny if the space bar or jump button was held down. Our team worked for about 10 hours straight to figure this out, we iterated all of the controls manually, and finally after a ton of trail and error it worked!
changedOur enemy named Devil-y was causing a little bit of frustration. Our team took a look at the hitbox which needed some adjustment. We also decreased the jump height of the enemy so this makes it possible to destroy the enemy without getting damaged.
changedThe electric cannons in the Haunted House "channel" automatically get triggered when Telly gets too close. This behavior is working exactly as intended. But we modified the placement of some cannons to make it easier to avoid. The most difficult section of this stage takes place about 1/2 way through the stage. It is possible to avoid damage here, as long as you hang back on the solid wooden platforms, and quickly make your way across. This cannon was also causing a conflict with the level exit, so we moved this cannon back to free up some space so no one will get damaged when they leave the stage.
addedIn the Hidden Temple "Channel" our hero telly has to deal with falling platforms. These platforms are designed to respawn if the player has a game over. But otherwise the platforms are meant to be stepped on once, and they fall. However, during our play-through our team discovered not every platform was accessible if the falling blocks had been activated. So we added a few solid platforms to account for this, and now you should be able to jump to the next safe place, even if the falling platforms are gone.

Telly the TV Demo 1.2.4 now live

Thanks so much for all the great feedback we've received so far in the community. We're constantly working to improve Telly the TV before our launch on the 25th. We fixed a few major issues that we've been working on for a long time.

Player now Jumps Once Per Button Press

This is a standard convention in nearly every platformer game created. We also wanted to have this standard in our game, but we could never figure out how to work around the limitations of the Gdevelop engine. The default platform behavior caused Telly to jump like a bunny if the space bar or jump button was held down. Our team worked for about 10 hours straight to figure this out, we iterated all of the controls manually, and finally after a ton of trail and error it worked!

Adjusted Enemy Placement and Behavior in Haunted House (Level 2-1)

Our enemy named Devil-y was causing a little bit of frustration. Our team took a look at the hitbox which needed some adjustment. We also decreased the jump height of the enemy so this makes it possible to destroy the enemy without getting damaged.

Haunted House Electric Cannons

The electric cannons in the Haunted House "channel" automatically get triggered when Telly gets too close. This behavior is working exactly as intended. But we modified the placement of some cannons to make it easier to avoid. The most difficult section of this stage takes place about 1/2 way through the stage. It is possible to avoid damage here, as long as you hang back on the solid wooden platforms, and quickly make your way across. This cannon was also causing a conflict with the level exit, so we moved this cannon back to free up some space so no one will get damaged when they leave the stage.

Temple Stage Falling Platforms

In the Hidden Temple "Channel" our hero telly has to deal with falling platforms. These platforms are designed to respawn if the player has a game over. But otherwise the platforms are meant to be stepped on once, and they fall. However, during our play-through our team discovered not every platform was accessible if the falling blocks had been activated. So we added a few solid platforms to account for this, and now you should be able to jump to the next safe place, even if the falling platforms are gone.

Temple Stage Collision Issues

We discovered a few jump-thru platforms located incorrectly. While none of our players discovered this, it actually allowed you to jump outside the boundaries of the stage. This would cause the player to game over automatically.

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Source

Steam News / 10 October 2024

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