-~= Build 140125 =~-
This is an update which revamps all of the code to make use out of the Catspeak addon called GMLspeak, implements a new gamemode, and provides a few fixes and small additions/changes on the way! I made this both to get an easy start on working on the game again and to celebrate Morp's birthday! He's the character that basically started everything present in PROTOMEEP and Stomping Ensues (as well as other unreleased projects) YEARS ago, and without him I'd probably be making something entirely different. So, Happy Birthday to Morp, 6 years and counting!
New stuff:
- GEARHOARD, the new gamemode has finally been released! In this mode, your focus is stomp, whack, and kill your opponents to deplete them of their gears and steal them for yourself! Last one standing is the winner, however, once a person is knocked out they're not entirely out of the game. Eliminated players in this gamemode turn into Sock Puppets, and those players can run around as normal, damage players and remove gears from the match. This gamemode is chaotic, intense, and a game of pure-blooded Greed!
- The game now comes with a MODDING UTILITIES folder! This just has some small bits of info in regards to external script functions, the skin palette (as well as additional palette files), and other stuff like Skin Settings. If you have any further modding related inquiries, then drop by the Meep Garage discord!
- A new AdBreak has been put in the game. I spent I think a good 10-20 minutes doing the "animation" of it earlier the day that I'm writing this LOL.
- AdBreaks now have AUDIO SUPPORT! Simply make a SFX folder in the root of your AdBreak's folder and put the audio file in that folder with the name "(AdBreaks folder name).ogg/wav" and set the setting _hasAudio to 1 in the AdBreak's info file. Note that the AdBreak ends when the audio is finished.
- There's a couple of new settings for an FPS Counter and choosing whether to use only idle sprites, icons, or both in the CSS Skin Select Panel.
- Stages can now have result themes! To give a stage a results theme, give it a Music folder with a "(stage folder name)Results.ogg" file inside of it. You then should set the loop point using "resultsLooppoint=(seconds here)" in the stage's info file.
- Notices have been implemented for when players are eliminated! They'll appear on the screen for a few seconds, saying who got put out of the game (or the amount in Detonator's case if it's more than one who got killed), and then fade away.
Changed stuff:
- All external script files have been edited a LOT for the switch over from vanilla Catspeak to the GMLspeak addon by TabularElf. Mainly removing self., switching out and/ors to &&/||s, and renaming tons of variable (as well as some function names) The code should both be easier to work with and easier to read. (((ANY TYPE OF SCRIPT WILL NEED PATCHED TO WORK WITH THIS UPDATE! THIS GOES FOR BASICALLY ANYTHING THAT ISN'T A SKIN!!!)))
- Collision has been rewritten, you should walk down slopes more consistently now and no longer occasionally fall down semisolids when going over them coming from normal ground (eg. Bloom Zoom's drop down in the centre of the map). You can also drop off of moving semisolids better now.
- All maps are now in the one file ("maps.ldtk") in the root of the map pack directory. This was done mainly to make update objects/entities across maps far easier in bulk. That, and it's handy having them all together.
- Detonator's song got updated! I felt it was lacking a little bit before, it was kind of empty at points, the melody could've used tweaking, and the melody's instrument could've also been swapped out. So, I tried to improve upon those points, hopefully the song is better now!
- AdBreaks have been tweaked in how they play. AdBreaks do not automatically play if you're not focused on the window, mainly just to surprise you when you tab back into it! That being said, if an AdBreak with audio starts playing then it will not stop until it is finished.
- The Whammer's hitbox now lasts slightly longer (by a couple of frames). It felt a little bit too difficult to hit players with it before so I tried making it a bit more generous, if it's still too underpowered I could try amp it up again in another patch/update.
Fixed stuff:
- The video and audio settings now display the description of the highlighted setting.
- Electricat projectiles should stick into walls less now.
- I would try mention more fixes but considering a large majority of the game's code (as in, everything externally, the main game essentially) was converted into GMLspeak's format it's kinda hard to exactly track down what was a bug before and was fixed.
Files
Get STOMPING ENSUES (WIP)
STOMPING ENSUES (WIP)
A chaotic, multiplayer deathmatch game where you stomp your way to victory!
Status | In development |
Author | BonesMilk |
Genre | Platformer |
Tags | 2D, deathmatch, GameMaker, Indie, Moddable, Multiplayer, party-game |
Languages | English |
More posts
- -~= Build 100824 =~-Aug 10, 2024
- -~= Build 060824 =~-Aug 06, 2024
- -~= Build 020824 =~-Aug 02, 2024
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