Gonna Catcha v.1.1.1 has been released! And much sooner than I expected. This version also marks the first release of Gonna Catcha on Linux (so far only tested it on Ubuntu-based Linux Mint).
On the technical side of things, I overhauled the graphics code to make the game’s codebase compatible with GameMaker: Studio 1.3. Up until release, Gonna Catcha was written with GM:S 1.2. When I tried to run the game in 1.3 (which was released as a beta) for the first time, I was greeted with this:
|Gonna Catcha is now F2P.
You get the other 8/9 of the screen as paid DLC.
$10 for each ninth.
One of the big changes in 1.3 was the major changes to how it drew stuff on screen. I naturally assumed that the update broke my graphics upscaling kludge code.
#GameMakerStudio 1.3 changed up the 2D graphics engine, breaking my game slightly. Good thing I didn’t delay the release any further.— Quadolor Games (@QuadolorGames) March 15, 2014
Since I had read that the changes to the drawing engine in 1.3 made it much easier to upscale graphics pixel-perfectly and therefore made my workaround obsolete, I decided to rewrite Gonna Catcha‘s graphics code in accordance to the new method of upscaling.
About an hour later, I had finished the rewrite. I tried running the game again, hopeful that the problem was solved:
|*cue losing horns*|
Thank you internet!
The rest of the updates are just bug fixes and interface improvements:
- Fixed a bug where movement keys would get “stuck” if they were pressed or released while the game was paused.
- Fixed a bug where lives were not being counted correctly after one player borrows a life.
- Factory Reset now properly resets [Borrow Life] for both players.
- Default key for [Borrow Life] (Player 2) moved from the 2 key to the 9 key (only takes into effect if you install a fresh copy of the game or do a Factory Reset).
- Credits screen can now be exited by pressing any key or Start, Back or A on a controller (formerly just Esc).