Where Is That Thing You Were Working On Several Weeks Ago Now?

Okay, I’ve held off publishing this post for two days now, time to stop writing and actually do it.

(But there just this tiny little thing I want to ad-)

Nope. We’ve live. Wait, who are “we”? I’m talking to myself again. Anyway…

On this episode of Where Is That Thing You Were Working On Several Weeks Ago Now?, or W.I.T.T.Y.W.W.O.S.W.A.N.? (“Witty Woss Wan”?), we have a gander at Rise & Fall. You know, the thing I worked on as part of the team Robots Mashing Keyboards for the ROM Game Jam. (Oooh, that thing.)

Quite a few things have been added or changed since the ROM Game Jam prototype. The biggest change is the inclusion of jump-through platforms (i.e. platforms that can be passed from below but not above). The original prototype only had completely solid platforms, but to have a greater number and density of platforms in the level, my team decided that we need to have jump-through platforms as well. Seeing how something like this should be Game Programming 101, I should have learned how to do a long time ago, but never did until now. Still, I had to learn it from the source code of this demo by Bill23. Even then, it took me two attempts to get it working right. Other changes are relatively minor, such as adding mercy invincibility, or bug fixes. We will also be changing up some the graphics and adding more levels before the playtest session at the ROM on October 19.

During the development of Rise & Fall, I had encountered the weirdest glitch I’ve ever seen in all my time using GameMaker, even weirder than the ones I’ve seen while working on Gonna Catcha. Furthermore, I don’t think it was (entirely) my fault:

It looked as though GameMaker didn’t rebuild the asset cache after I deleted some objects from the project, so the game ended up drawing the wrong sprites and even creating the wrong objects (i.e. the projectiles seemed to have been replaced with experimental wall section object I had been working on). Clearing the asset cache and rebuilding the game once more fixed everything.

Speaking of Gonna Catcha, nothing visually interesting has happened with it since the last update, so no video or screenshots for you. However, I did completely overhaul how the game handles round progression, now incorporating the NPC speed multiplier I talked about last time. Alright, that another task down for Gonna Catcha, what left? I really should make a list of these things.

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