I made a bunch of new levels for Fracas 3, and it was fun making decorations for some of the rooms, using my primitive level editor.
I updated the powerup effects to be juicier and more informative, too.
aaryte.itch.io/fracas3 #screenshotsaturday
Herbert shirked his work
He lurks onliiiiiiiine.
George Orr's fort is cork
Do sporks have tiiiiiiines?
for fussing and fighting my friends.
Yeah, I was dating someone, but I had to break it off when I found out they were sneaking into graveyards and digging up dead bodies. You know what they say, "exhume" makes an "ex" out of "u" and "me".
#screenshotsaturday Here's a tutorial level from my prototype "Bridge Wizard" game. The main lesson here is that pieces can go up.
I wanted to make a small tetromino-based game prototype using my existing "framework", which is really just for physics-y 2D-scrolling cave-blaster games. So I decided to make a little prototyping-friendly library, and it seems dumb but I'm really excited about this.
I added ADSR (attack, decay, sustain, release) to my sound engine. Then I messed around and made a fresh new Blaster firing noise, kinda THRRRRMP THRRRRMP, halfway between an energy weapon and an alarm. It's so satisfying to find a good sound.
live: loopwood.com/game8/#/gallery…
#screenshotsaturday but on a Sunday. I added a new enemy to Fracas 3, called the Blaster! Rapid-fire, shootable bullets. More at aaryte.itch.io/fracas3/devlo…
This is not the kind of infinite loop to which I am accustomed. I think I know how to make it impossible, but it's fun while it lasts, and it lasts forever. #screenshotsaturday
Aaron retweeted
fun fact: visual effects supervisor Andrew Whitehurst worked on both ANNIHILATION & PADDINGTON, & named the ANNIHILATION bear something PADDINGTON-related
#screenshotsaturday I've improved the level editor a ton. There are level image previews, and you can select and re-arrange levels and adventures. And now, finally, you can play custom adventures from the main game menu. aaryte.itch.io/fracas3














