Can you let people beta test this game (to look for bugs and give feedback)? I want to try it out and help make it better! Also, is this considered an update to Food Splatterhouse (meaning I could replace the original) or is it a separate game altogether? P.S. In a post you made I saw that you didn’t have a New 3DS. I do, and if I’m given permission to beta test it, I could test Food Splatterhouse on my New 3DS and see how it works on it. Maybe I could even add some code making use of the New 3DS’s features (but the code will only activate using a New 3DS thanks to the HARDWARE command).I could give the ALPHA (because is not BETA, yet) to some people under certain conditions. I don't want to spoil the release of the game with trolls releasing the ALPHA key. You say you have a New3DS, right? it could be useful for certain benchmarks and features. I'm going to PM you with more information. Also, yes, this is a replacement of Food Splatterhouse (although you can play the original since it will come with this remake, alongside another game). I don't think someone will prefer the original over this remake.
Food Splatterhouse [BIG] official thread
Root / Talk About Programs / [.]
Autz64Created:
Can you let people beta test this game (to look for bugs and give feedback)? I want to try it out and help make it better!
Also, is this considered an update to Food Splatterhouse (meaning I could replace the original) or is it a separate game altogether?
P.S. In a post you made I saw that you didn’t have a New 3DS. I do, and if I’m given permission to beta test it, I could test Food Splatterhouse on my New 3DS and see how it works on it. Maybe I could even add some code making use of the New 3DS’s features (but the code will only activate using a New 3DS thanks to the HARDWARE command).
As for today (02/10/2017; 29 days until deadline):
- Added a lot of sprites for the menu. Now the menu looks more complete!
- Added special conditionals to the blood spawner. Now bosses will spawn exaggerated quantities of blood while also respecting the current settings (both skin and party mode).
- Tweaked the quantities of Jewels a boss can spawn.
- Tweaked the Boss Rush mode. Now you will fight 2-3 bosses instead of 1. Also, i decreased the overall speed of bosses.
- Tweaked the sound a boss/enemy can play when dies. For example: Hakase skin won't play the default sound, instead it will play another one. And Bosses will play the same sound 3 times for more volume.
- Added Boss support for all available skins. Now, when using Skin Randomizer, the flow of the game won't be interrupted by non-existent bosses who don't have a skin.
- Added a new boss!: Spammer. He will spawn tiny versions of himself to chase you. These tiny versions have a damage of 1 and low life overall, also, these clones can't spawn jewels and don't count for combos to avoid abuse. But what happend when you face 2 or 3 Spammers? You better find it out, hahaha.
- Based on the previous add-on, i added a third condition to the main loop: It will end as long as you finished the last wave AND you kill all the enemies.
- Fixed a glitch that killing clones setted some variables to negative values.
As for today (03/10/2017; 28 days until deadline):
- Added 3 musics that can randomly play during a boss fight.
- Added small tweaks to the Spammer boss: Now it won't spawn minions too frequently.
- The GameOver screen is partially complete! It counts the following: Money/Score; total kills; highest combo; wave you reached; potions used. Based on that, you will receive bonuses on Money/Score! Example: If you kill at least 150 enemies, you will gain $10, and if your highest combo is more than 25, you will receive $10 and so on. The more stuff, bigger the bonuses you will earn.
From petition of the ALPHA tester:
- Added a new control scheme: Automatic fire when aiming with the touchscreen. IMO is more comfortable on small 3DS.
- Reduced the overall price of shop items. Also, decreased the value of the jewels so it would be balanced. Example: If you play 1 session of Arcade from start to finish, you will earn ~5000$, with that you can buy 3-4 items on the shop.
And:
can i get alpha pm please i just got the new 2ds xlI talked with the tester and i say the same thing: The next public build will be when the game reaches BETA stage, since i'm too close to reach that point. I don't know where the game is going to reach that stage, but keep in mind that the game will be released this month. So, be patient.
As for today, and for past days i was busy (08/10/2017; 23 days until deadline):
- Boss life bar is now a thing! The boss health layout is showed only when there's a boss fight going on. Also, all the present bosses shares the same bar (if you're facing 2-3 bosses, those bosses's health will be shared).
- Fixed a glitch that messed up the game's progress after fighting a Spammer.
- GameOver screen is complete! The bonuses are counted either on money or points based on the mode you selected. Also, on free mode, an extra screen will show the highscores and your current position on them. On the future you will save your scores there!
- Added a s**t load of sprites on GRP4. Now all the menu has their proper icons as it should be, and i will add 4 more skins for enemies (Halloween; Christmas; Torned paper; Easter eggs).
- Reduced the overall volume of boss death for more commodity.
As for today (09/10/2017; 22 days until deadline):
- Still adding more sprites for enemies. I have a bunch right now.
- Added more sounds for certain skins to play when they die. This is also true for bosses.
- Now, on the GameOver screen, bonuses will be multiplied by 2 (x2) if you win. (actual money/score will NOT be multiplied by such).
- Made a BETA menu for Control costumization. I still need to grasp how the flow will work on such menu, to avoid anolamies like using the stick for movement, aiming/shooting, and using potions at the same time.
As for today (10/10/2017; 21 days until deadline):
- Christmas sprites are now functional! Killing them will play a bell (for balls) or a crack (for candies and gifts), and they will spawn snowflakes instead of blood (Using Party Mode will override this setting).
- Added a small tweak with the GameOver screen: Now the duration of all sections will be the same regardless of the quantity.
- Rewrited blood spawn function. Now it will be more consistent with future changes, as well as improved readability.
- Bosses will play the same death sound as their normal versions, with the difference that the frequency will be much lower.
- Now the Yukkuri faces will have a random chance to play 3 different sounds.
- Fixed an odd glitch that omitted the Last Wave check on the last fight.
- Added a placeholder button on the Extra section for the "Credits"
- ...And still adding sprites.
As for today (11/10/2017; 20 days until deadline):
- Maps are now a thing! You can select the map you will play on the [Global] Menu. Unlike the maps of the original game, this maps have animations that will affect (kinda) how the overall game looks, so it will be more pleasant to the eye.
Also, this remake contains the maps of the Original game as an extra, with a total of 10 maps to select! (The number can vary on later development)
- Now, you can select the music it will play during the game on [Global] menu.
- Now, you can select the number of waves of the session on Free Mode, under [Global] menu.
- Fixed a glitch that allowed to access to skins that the player didn't buy.
- Added minor tweaks to the game flow, so it won't be too harsh between waves.
As for today (15/10/2017; 16 days until deadline):
- All enemy skins are finished! All skins are functional and can be selected on the [Enemy] settings, even with Skin Randomizer option. With a total of 9 skins to select (including the original).
- Added more maps. Each map will have a unique thematic for a season. Example: Graveyard for halloween; South-pole for christmas...
- Added more sprites for misc usage.
- Fixed some visual glitches with the map layers.
- Added a new tweak for the shadows at night: Now they will react to the player's gunfire.
The stuff in the top left corner should go darker depending when it’s dark
As for past days i didn't posted anything here, because i was either busy or i did small improvements (8 days until deadline):
- Skins shop is totally functional! It works for both player and enemies.
- Now the skin selector on the [Enemy] setup, will be based on what skins you bought.
- Added a new bullet skin: Plasma. It will spawn balls of random colors and the gun flash will be based on the color of the ball. Using this bullet skin, gun light will always be visible regardless of the time (default setting is that gun light is only visible at Night) and the gun sounds will be different.
- Control configuration menu is halfway done. Movement and Aiming are done, while Item Usage and Misc is still WIP. Since the control setup will be sequential (mainly to avoid tons of glitches if i use a free approach), the buttons you use on a given segment will not be available on later ones, so it can be consistent.
- Added small tweaks to the blood. Now it won't iterate too much without affecting visual quality.
- Now, both Halloween and Torn Paper skin have custom sounds.
As for today (25/10/2017; 6 days until deadline):
- Now [Skin Randomizer] will base his selection on what skins you bought.
-The [Player] setup menu is finished! It does all the necessary checks when choosing a skin and shows your current setting. Also, on [Free Mode], you can modify the following data:
- Damage per Bullet
- Fire Rate
- Quantity of Red potion
- Quantity of Yellow potion
- Quantity of Blue potion
- Now the Slash bullet skin has a custom sound.
- Added the [Games] menu section. Now you can select other games and load them, but first an advice telling you to save before loading a game. The game you select will be displayed as a low-res snapshot. By now, only the original Food Splatterhouse works. A Normal Day is still WIP and i highly doubt it will be included on the BETA build. Also, i could include Hack.BASIC just to have a filler, because is the last "game" i have presentable to the public.
About HACK.BASIC, I’ve made some progress on it, but mostly redesigns.
As for the “Games” section though, is it going to be like Brawl’s game selection, but you can play the games as long as you want? That would be cool. Maybe you could port over some PTC classics and add them to the bunch 😎.
As for the “Games” section though, is it going to be like Brawl’s game selection, but you can play the games as long as you want?Pretty much, since those are stand-alone games you can play them as long as you want. When you're tired of them, you can go back to [BIG] from their respectives menus without need to terminate the program. Also, i'm using programs i made myself. I don't want to run with some issues by porting a game that someone else made.
As for today and past days (3 days until deadline):
- Custom Control Menu is Finished! At last, you can create a custom control scheme following certain rules. Also, you can reset the control scheme back to their default settings. Still have some glitches, but the overall functionality is done.
- Added 2 more games on the [Games] section. Those games also have a snapshot and are modified so you can revert back to [BIG] when needed.
- Added a new feature: Guides! These guides will serve as a "tutorial" of all the mechanics and tricks the game offers, including documentation, secrets and such. You will start with 2 guides explaining the following:
- Introduction to Food Splatterhouse
- Gameplay sequence (wave->boss fight-> wave...)
The other guides, such as survival tips and how to gain more money/score, will be available on the Shop at a price on $1000 each one, and to unlock a guide on the shop you need to buy the previous edition. Notice this: This is an early concept, is not fully implemented yet but i have all the necessary sprites for it.
- Added a new setting to the new maps: Since i've noticed that the game never use all the particle sprites on battle, i took a certain number to apply effects to the new maps. Example. South Pole spawns smoke going in the direction of the wind; Dessert spawns sand where you walk; Graveyad (will) have spooky lights...
Looking forward to this, clearly a lot of passion and work went into this project. If you want some testing or are willing to give me an Alpha key I have a New 3DS. I wouldn't repost the key, I never do.Many thanks. I'm glad you like how the project is going, it is certantly the "biggest" project i've ever made, and even with it's glitches, oddities and simplicities it has, i feel proud of making this. Also, the BETA version will release on 31 of present month, which is the deadline. On the release, I'm going to post certain glitches it has so you won't report them already.
As for today (29/10/2017; 2 days until deadline):
- Added a briefing screen. This screen will appear before you begin an assault. It will tell you your objective, based on the mode selected, and certain details regarding the settings you currently have. Disadvantages will be displayed as a red circle, while Advantages will be displayed as a blue circle. Example: If enemies have a lot of life, the screen will tell you that enemies will need more bullets to kill (red circle); If enemies are more slow than you, it will tell you that enemies are easy to avoid (blue circle)...
- Improved the GameOver screen. Now looks more presentable (this doesn't apply for HighScores screen, yet). Also, now it has bonus for the following things:
- Numbers of potions used (less potions = more rewards)
- Waves you cleared
- Fixed a glitch that increased money on the wallet while playing on [Free] mode.
- Added a "Nickname" screen at the begin of the program. This screen will appear if is the first time you execute the game (when the program can't find a required file).
- Nickname settings is complete! Now you can modify your nickname and save it.
- [Mode] shop is finished! Now you can buy the locked modes and debugging is no longer necessary.
- [Setup] menu is finshed! Now you can start the game as it should be (all this time i used R on any part of the menu to break the loop). Now debugging tricks are no longer necessary.
- Added my user icon as a small 16x16 sprite.
- Added a new setting for the bosses: Now, on [Suicide] mode (or if "Enemies can shoot" option is enabled on [Free] mode), any boss will have a chance to shoot you with a missile, regardless of their type.
- Fixed a rather brutal glitch that allowed the Stomper to stomp you, THEN use melee damage TWICE.
While i made big advancements, there's certain glitches i've noticed and are annoying me:
1.- On very rare ocasions, food will play the Yukkuri voices instead of the default death sound.
2.- When setting up the controllers, if you go back to a previous option on the second phase (aim-shoot), you will be stuck on a hidden menu.
Also, i need to add snapshots of the maps!