Tag me for any bugs you experience in my games. I will do my best to try and patch them as quickly as possible. Please note that it’s not very likely I’ll fix bugs for games that are in the “Complete Games” section or aren’t listed in this topic at all.
Not all the names for my games are what I’m going to stick with. If you think of a better name, feel free to recommend it! I’m open to hearing new suggestions. I’ll also consider adding features you want to see in my games, so if you want to see it, just post!
How would you like to be tagged for updates to my games?
Tag me for big updates!
Tag me for medium updates!
Tag me for small updates!
Tag me for announcements!
Tag me for new releases!
Tag me for updated betas!
@FTM_GG (whew, been a while since i’ve used that tag!)
So Squarehead and his pal Circleman, they like to roll the dice
Oops (hehe totally wasn’t listening to that awesome barbershop quartet)
Well as you can probably tell, this is a Cuphead rip-off fan game. There a is a placeholder arena, along with some mobility options, a seemingly peaceful boss, a cringey “you died!” screen, and two weapons (you can switch between weapons by tapping the black square to the right): the Peashooter and Converger!
Link to the first draft is here:
In the next few drafts, I hope to change my 10-minute physics into smoother Platformer physics, add boss attacks, add a victory screen, polish the “you died!” screen, polish the weapons, add a super meter, change the swap weapon + jump button appearances, make the shoot icon change with whatever weapon you’ve equipped, add a title screen with the song “Don’t Deal With The Devil” playing and lyrics showing as text, add parries, and potentially, add music. (Whew! What a sentence.)
Also, there is a bug where the converger loses a bullet if you get close to Planstaro (I know, the name’s bad >:[) and then loses another one (don’t know how it’s reproduced). I’ve tried fixing this bug in a few ways, but it’s still present. If you know how to fix it by looking through the code, please reply and tag me. @I_Cant_Code@KaylaTheFoxUwU@ClownPig@PizzaStudios
Oh boi, you can tell this one’s a passion project (I swear, I could take 3 more screenshots and it wouldn’t cover everything I wrote down (and the page isn’t even done yet, there’s still a bunch more tasks, details, and subtasks I still have to add))
I’ve just released Squarehead’s second draft!
This draft adds a new weapon, a semi-solid platform, a super meter, and in general, lots more polish.
New weapon: Hunter
-The Hunter will track down foes and take them out. With reduced dps, however, this isn’t always the best choice. Great for concentrating on dodging attacks while dealing damage.
-The Hunter looks jittery, and that is because I had to change some bugged code (bugged for unknown reasons). The code was supposed to go:
When game is playing,
Check once if self clone index =/ (assume that is the little not equal to symbol) 0:
Set position to x ( “self x position + ( ( ( “self x position” - “destination x position” ) / ( “self x position” - “destination x position” ) ) x “10” ) ) y ( “self y position + ( ( ( “self y position” - “destination y position” ) / ( “self y position” - “destination y position” ) ) x “10” ) )
I don’t know why this doesn’t work. When the bullets reach the enemy’s y position, only some of them will stop changing y values. If anybody knows why, please tell me.
-This platform is a placeholder, as well as the physics. Just thought it was worth implementing before polishing physics.
-There will be a super button added in the game. When the super meter is full, you can press the button to launch a short but powerful attack.
Link to the project is here:
In the next few drafts, I hope to change my 10-minute physics into smoother Platformer physics, add boss attacks, add boss phases, add boss animations, add a victory screen, polish the “you died!” screen, add a super, add a super button, add a crouch button, change the jump button appearance, polish the jump action, add a title screen with the song “Don’t Deal With The Devil” playing and lyrics showing as text, add parries, add an “Inkwell Isle 1”, add more bosses, add a tutorial, add an intro, add Elder Triangle’s house, and potentially, add music. (Wow it’s longer) @KaylaTheFoxUwU@ClownPig@CinnabunPizza@RoadOcean@Bluvi@Cobalt_Phoenix@Dragonsarereal@KingGuin87
Bug is still present, but converger now only loses one projectile. If you know how to fix this, please reply and tag me.
Hey guys! You’ve probably noticed in my Upcoming Games section that there was a project titled “A Nameless RPG” that I haven’t mentioned in the slightest. Well, it’s time you finally learn about it!
Untitled RPG is an action-packed roguelike (yes, I know, RPG and roguelike are two different game genres, I’ll change the name later) based off of Brotato where you fight tons of enemies in time-based waves by moving around and upgrade your character in-between rounds. Here are some of the features in the game so far:
Enemies you can defeat
Features you can expect in the next version:
A wave system
A health bar
Also, just to make it clear, I was going to call it Untitled Roguelike but then sls’s USG came out and I didn’t want anybody calling the name a ripoff although it clearly isn’t, I reverted it back because “A Nameless RPG” just doesn’t sound good.
Play the game here:
Also, good news! Squarehead’s Hunter issue has been fixed, using the following simple strand of code:
When game is playing
Check once if (“self” clone index) =/ 0:
Set position x ( ( (“self” x position) + ( (“destination” x position) - (“self” x position) ) ) ) and same goes for y. This code is very simple, as opposed to the previous line of code.
(Tagging both beta + announcements) @I_Cant_Code@KaylaTheFoxUwU@ClownPig@PizzaStudios@CinnabunPizza@RoadOcean@Bluvi@Cobalt_Phoenix@Dragonsarereal@KingGuin87
Wait a sec everyone who wants to be tagged for betas wants to be tagged for announcements lol
Untitled Roguelike’s second draft has just dropped, and the additions may be simple, but they make the game so excessively enjoyable it’s hard to stop (I myself couldn’t stop playing it in drafts). But, what could I have possibly added that makes the game so replayable and fun? Simple: Upgrades, the main way to progress through the game!
Upgrades are now in the Untitled Roguelike! These upgrades are the following:
Attack Damage, which makes your attack stronger
Regen, which makes you regenerate more health per round
Attack Size, which makes your aura of blue and whatnot
You can purchase this upgrade in the in-between wave shop. And speaking of which…
After every wave, you get to upgrade your untitled character. All the enemies previously on screen disappear. It’s a chill time where you can check out which wave is next, check your coin balance… wait, coins?!
Enemies will drop coins when defeated. You can get near these coins to collect them, or have them come to you at the end of a round.