Wednesday, November 30, 2011

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Thursday, November 10, 2011

Trials of Droids

3 comments
Click the Trials of Droids tab up above! I double dog dare you!

Monday, November 7, 2011

What I've Been Doing

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Hey all. Here's the first screenshot from a new game I've been working on called Trials of Droids. It was designed by my could friend Eddie Rogers, and I've been programming on it for the last two weeks or so while he does a lot of the art. It's a platformer / puzzle-game where you switch between two droids trying to escape imprisonment on an alien space craft / planet. It's getting really closed to being "finished," at least in as much as all the parts function. It needs more art an levels, but expect a demo soon!




So... as far as My Robot is Fight is concerned... It's on the back burner for now while I work on Droids. In fact, when I resume work on My Robot is Fight, I may completely overhaul the level generation code and the way much of the interface works, using a lot of the knowledge I'm gain programming Droids.

Things I hope to accomplish:
-Use tilemaps to make the randomly generated levels a lot more RANDOM. That is to say, don't just shuffle the order of several different rooms around within 1 of 6 possible layouts, but actually generate a lot more random content within the rooms. Currently, the levels in My Robot are constructed from large pieces of oddly shaped art which has proved restrictive for a while. Using tile-maps should open things up a lot. Also, I've developed a way of importing bitmaps in as tilemaps for Droids, that should speed up the process of room design and workout a lot better than scripting every room.

-Load everything at once. This may not be possible, but I'm hoping to optimize my collision code enough to load the large zones like Level 1 all at once, so that monsters won't reappear every time you enter a room. I have mixed feelings about that mechanic of the game (monsters reappearing), but among the problems it causes are some big ones, like having the lil' cretins come back after you enter shops or you inventory and making grinding extraordinarily easy and also BORING. I'm still not 100 percent on this idea, but I'll probably try it.

-Separate weapons from the skill tree, and make skills more interesting. Having a rocket launcher isn't much of a skill.... being able to rapid fire your rocket launcher or shoot multiple rockets might be. There's a lot of redundancy in the current skill tree. The Gatling gun is just a shittier, more energy-expensive machine gun and the freeze ray / freeze-thrower is pointless when there are equippables that make your flamethrower or blaster do the same thing. I'm thinking of having weapon categories you can equip energy-types to (acid-thrower, gatling fire-bolts), or maybe just having 4-5 energy type skills you can select that change the function of every weapon.

Also, I'd like to add more interesting non weapon skills like a gun the makes blocks you can step on, a power dash, a mario type stomp attack, space jumping, a portal gun, all sorts of crazy things. More stuff for the option bot.

I'm also considering that in addition to a level requirement, certain quests will unlock skills. Like a quest to rescue Fight Ship 0x....Whatever his name is for robot purgatory will unlock the turn-into-a-jet skill.

I have a lot of big ideas for MRIF, but they're going to take a long time to implement, and I'd rather actually finish a game first before practically restarting a game that's been taking me years.

Look forward to Droids and more updates. And look forward to making custom maps for it too!

Tuesday, October 4, 2011

Real Life Intruders

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Real life is currently interfering with My Robot is Fight production. Hopefully I'll have a big update with new areas in November, but don't expect much before then. :(

Tuesday, September 27, 2011

Game Pad Support

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I've done quite a bit of research and I can't find any way to directly include Game Pad support in an Adobe Flash app. However, there is an easy work around if you care to use it. There are several programs available that will convert game-pad input to keyboard input. Here's what I would recommend:

For PC:
JoyToKey

For Mac:
ControllerMate

For Linux:
QJoyPad

Friday, September 23, 2011

Minor update. Who plays this game?

1 comments
Hey all. I uploaded a new version. If you're one of the folks who have figured out how to activate debug mode, then you might find several significant changes in the "in-progress" areas. Otherwise, most of the changes are to back-end stuff in preparation for the next version. There's a few minor graphic changes, some tweaks in the level generation code and some more item preffix/suffix.

Please play the shit out of this and report bugs! Pretty please? With robo-sugar on top?

Also, please just report... anything. I get quite a few hits a day and would like to know who's been playing, what they think, what they'd like to see changed / added. There are also a few things I might need help with down the line so....

Don't be afraid to speak up.

Monday, September 12, 2011

Update (Sooner or Later)

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Just to let folks know what I've been working on...

I've been designing some functions to draw level art for future zones (The Cave and The Town mostly). Where-as Level 1 is composed of larger pieces of odd-sized art, future levels will be more tile based, with smaller more versatile pieces of art.

That's all to say I've been working on the Cave Zone and The Town. After you defeat the eyeball boss you'll find yourself in this underground shelter, which will serve as a town with shops and kind of a central hub for the rest of the zones in the game. Zones are going to be divided into 3-subzones, each about twice the size of Level 1. The first of these zones you'll usually explore is going to be The Cave Zone, which will play similar to a lot of the areas in Super Metroid. Lots of hidden rooms, large caverns to explore, simple monsters that follow patterns. I've been working on something of these monsters as well.

Anyways, the next update is a ways off. But it will be a big one, hopefully with whole new areas to explore.

Friday, September 9, 2011

Working on Items...

0 comments
I'm knee deep in items right now, raiding the thesaurus for Diablo style prefix's and suffix's

Here's all the weapon prefix's thus far:
public function genWeaponPrefix(roll:Number, level:Number):String
        {
            if (roll > 0.90)
            {
                stats.levelReq += 1;
                stats.skillBaseDamage = 1;
                stats.skillRateOfFire = 1;
                stats.red += 1;
                stats.green += 1;
                stats.blue += 1;
                stats.value += 300;
                return "Blaster's ";
            }
            else if (roll > 0.8)
            {
                stats.levelReq += 1;
                stats.skillBaseDamage = 1;
                stats.red += 0.5;
                stats.green += 0.5;
                stats.blue += 0.5;
                stats.value += 400;
                return "Marksman's ";
            }
            //RATE OF FIRE
            else if (roll > 0.78 && level >= 20)
            {
                stats.levelReq += 5;
                stats.skillRateOfFire = 5;
                stats.red += 0.6;
                stats.green += 0.6;
                stats.blue += 0.6;
                stats.value += 1000;
                return "Hair-trigger ";
            }
            else if (roll > 0.76 && level >= 15)
            {
                stats.levelReq += 4;
                stats.skillRateOfFire = 4;
                stats.red += 0.7;
                stats.green += 0.7;
                stats.blue += 0.7;
                stats.value += 10000;
                return "Breakneck ";
            }
            else if (roll > 0.74 && level >= 10)
            {
                stats.levelReq += 3;
                stats.skillRateOfFire = 3;
                stats.red += 0.7;
                stats.green += 0.7;
                stats.blue += 0.7;
                stats.value += 5000;
                return "Automatic ";
            }
            else if (roll > 0.72 && level >= 5)
            {
                stats.levelReq += 2;
                stats.skillRateOfFire = 2;
                stats.red += 0.6;
                stats.green += 0.6;
                stats.blue += 0.6;
                stats.value += 1000;
                return "Nimble ";
            }
            else if (roll > 0.7)
            {
                stats.levelReq += 1;
                stats.skillRateOfFire = 1;
                stats.red += 0.5;
                stats.green += 0.5;
                stats.blue += 0.5;
                stats.value += 400;
                return "Quick ";
            }
            //DAMAGE
            else if (roll > 0.68 && level >= 15)
            {
                stats.levelReq += 4;
                stats.attack.minDamage += 5;
                stats.attack.maxDamage += 15;
                stats.red += 1;
                stats.green -= 0.4;
                stats.blue -= 0.4;
                stats.value += 5000;
                return "Vorpal ";
            }
            else if (roll > 0.65 && level >= 12)
            {
                stats.levelReq += 3;
                stats.attack.minDamage += 2;
                stats.attack.maxDamage += 12;
                stats.red += 0.8;
                stats.green -= 0.2;
                stats.blue -= 0.2;
                stats.value += 1000;
                return "Leathal ";
            }
            else if (roll > 0.62 && level >= 9)
            {
                stats.levelReq += 3;
                stats.attack.minDamage += 4;
                stats.attack.maxDamage += 9;
                stats.red += 0.7;
                stats.value += 1000;
                return "Deadly ";
            }
            else if (roll > 0.58 && level >= 6)
            {
                stats.levelReq += 2;
                stats.attack.minDamage += 1;
                stats.attack.maxDamage += 8;
                stats.red += 0.5;
                stats.value += 250;
                return "Savage ";
            }
            else if (roll > 0.54 && level >= 4)
            {
                stats.levelReq += 2;
                stats.attack.minDamage += 2;
                stats.attack.maxDamage += 5;
                stats.red += 0.5;
                stats.value += 250;
                return "Brutal ";
            }
            else if (roll > 0.5)
            {
                stats.levelReq += 1;
                stats.attack.minDamage += 1;
                stats.attack.maxDamage += 3;
                stats.red += 0.3;
                stats.value += 100;
                return "Strong ";
            }
            //COLD
            else if (roll > 0.49 && level >= 20)
            {
                stats.levelReq += 5;
                stats.attack.minCold += 10;
                stats.attack.maxCold += 20;
                stats.red -= 0.5;
                stats.green -= 0.5;
                stats.blue += 1;
                stats.value += 10000;
                return "Hyperborean ";
            }
            else if (roll > 0.47 && level >= 16)
            {
                stats.levelReq += 4;
                stats.attack.minCold += 4;
                stats.attack.maxCold += 13;
                stats.red -= 0.2;
                stats.green -= 0.2;
                stats.blue += 0.8;
                stats.value += 5000;
                return "Glacial ";
            }
            else if (roll > 0.46 && level >= 12)
            {
                stats.levelReq += 3;
                stats.attack.minCold += 2;
                stats.attack.maxCold += 12;
                stats.blue += 0.7;
                stats.value += 1000;
                return "Arctic ";
            }
            else if (roll > 0.45 && level >= 9)
            {
                stats.levelReq += 3;
                stats.attack.minCold += 3;
                stats.attack.maxCold += 8;
                stats.blue += 0.65;
                stats.value += 1000;
                return "Frigid ";
            }
            else if (roll > 0.44 && level >= 6)
            {
                stats.levelReq += 2;
                stats.attack.minDamage += 1;
                stats.attack.maxDamage += 6;
                stats.blue += 0.5;
                stats.value += 500;
                return "Cold ";
            }
            else if (roll > 0.44 && level >= 5)
            {
                stats.levelReq += 2;
                stats.attack.minCold += 2;
                stats.attack.maxCold += 4;
                stats.blue += 0.45;
                stats.value += 500;
                return     "Icey ";
            }
            else if (roll > 0.42 && level >= 4)
            {
                stats.levelReq += 2;
                stats.attack.minCold += 1;
                stats.attack.maxCold += 3;
                stats.blue += 0.3;
                stats.value += 150;
                return "Chilly ";
            }
            else if (roll > 0.4)
            {
                stats.levelReq += 1;
                stats.attack.minCold += 1;
                stats.attack.maxCold += 1;
                stats.blue += 0.3;
                stats.value += 50;
                return "Nippy ";
            }
            //FIRE
            else if (roll > 0.39 && level >= 22)
            {
                stats.levelReq += 5;
                stats.attack.minFire += 15;
                stats.attack.maxFire += 30;
                stats.red += 1;
                stats.green += 0.6;
                stats.blue -= 0.6;
                stats.value += 15000;
                return "Hellfire ";
            }
            else if (roll > 0.38 && level >= 18)
            {
                stats.levelReq += 4;
                stats.attack.minFire += 8;
                stats.attack.maxFire += 20;
                stats.red += 0.9;
                stats.green += 0.5;
                stats.blue -= 0.4;
                stats.value += 8000;
                return "Vulcan ";
            }
            else if (roll > 0.37 && level >= 15)
            {
                stats.levelReq += 3;
                stats.attack.minFire += 5;
                stats.attack.maxFire += 15;
                stats.red += 0.8;
                stats.green += 0.4;
                stats.blue -= 0.3;
                stats.value += 2500;
                return "Blazing ";
            }
            else if (roll > 0.36 && level >= 10)
            {
                stats.levelReq += 3;
                stats.attack.minFire += 1;
                stats.attack.maxFire += 12;
                stats.red += 0.6;
                stats.green += 0.3;
                stats.blue -= 0.3;
                stats.value += 800;
                return "Flaming ";
            }
            else if (roll > 0.35 && level >= 9)
            {
                stats.levelReq += 2;
                stats.attack.minFire += 3;
                stats.attack.maxFire += 8;
                stats.red += 0.5;
                stats.green += 0.25;
                stats.blue -= 0.25
                stats.value += 800;
                return "Scalding ";
            }
            else if (roll > 0.34 && level >= 6)
            {
                stats.levelReq += 2;
                stats.attack.minFire += 1;
                stats.attack.maxFire += 6;
                stats.red += 0.5;
                stats.green += 0.25;
                stats.value += 400;
                return "Firey ";
            }
            else if (roll > 0.32)
            {
                stats.levelReq += 1;
                stats.attack.minFire += 1;
                stats.attack.maxFire += 3;
                stats.red += 0.4;
                stats.green += 0.2;
                stats.value += 100;
                return "Hot ";
            }
            else if (roll > 0.3)
            {
                stats.levelReq += 1;
                stats.attack.minFire += 1;
                stats.attack.maxFire += 1;
                stats.red += 0.3;
                stats.green += 0.1;
                stats.value += 50;
                return "Toasty ";
            }
            //ELECTRIC
            else if (roll > 0.29 && level >= 22)
            {
                stats.levelReq += 5;
                stats.attack.minElectric += 15;
                stats.attack.maxElectric += 30;
                stats.red += 1;
                stats.green += 1;
                stats.blue -= 0.6;
                stats.value += 15000;
                return "Voltaic ";
            }
            else if (roll > 0.28 && level >= 18)
            {
                stats.levelReq += 4;
                stats.attack.minElectric += 8;
                stats.attack.maxElectric += 20;
                stats.red += 0.9;
                stats.green += 0.9;
                stats.blue -= 0.4;
                stats.value += 8000;
                return "Scintillating ";
            }
            else if (roll > 0.27 && level >= 15)
            {
                stats.levelReq += 3;
                stats.attack.minElectric += 5;
                stats.attack.maxElectric += 15;
                stats.red += 0.8;
                stats.green += 0.8;
                stats.blue -= 0.3;
                stats.value += 2500;
                return "Lightning ";
            }
            else if (roll > 0.26 && level >= 10)
            {
                stats.levelReq += 3;
                stats.attack.minElectric += 1;
                stats.attack.maxElectric += 12;
                stats.red += 0.6;
                stats.green += 0.6;
                stats.blue -= 0.3;
                stats.value += 800;
                return "Brilliant ";
            }
            else if (roll > 0.25 && level >= 9)
            {
                stats.levelReq += 2;
                stats.attack.minElectric += 3;
                stats.attack.maxElectric += 8;
                stats.red += 0.5;
                stats.green += 0.5;
                stats.blue -= 0.25
                stats.value += 800;
                return "Electric ";
            }
            else if (roll > 0.24 && level >= 6)
            {
                stats.levelReq += 2;
                stats.attack.minElectric += 1;
                stats.attack.maxElectric += 6;
                stats.red += 0.5;
                stats.green += 0.5;
                stats.value += 400;
                return "Spark ";
            }
            else if (roll > 0.22)
            {
                stats.levelReq += 1;
                stats.attack.minElectric += 1;
                stats.attack.maxElectric += 3;
                stats.red += 0.4;
                stats.green += 0.2;
                stats.value += 100;
                return "Shocking ";
            }
            else if (roll > 0.2)
            {
                stats.levelReq += 1;
                stats.attack.minElectric += 1;
                stats.attack.maxElectric += 1;
                stats.red += 0.3;
                stats.green += 0.3;
                stats.value += 100;
                return "Static ";
            }
            //KNOCKBACK
            else if (roll > 0.1)
            {
                stats.levelReq += 1;
                stats.attack.knockback = 100;
                stats.green += 0.3;
                stats.blue += 0.3;
                stats.value += 100;
                return "Gust ";
            }
            //OPTION BOT
            else if (roll > 0)
            {
                stats.levelReq += 2;
                stats.skillOptionBot = 1;
                stats.red += 0.3;
                stats.blue += 0.3;
                stats.value += 400;
                return "Helpful ";
            }
            return "Glitched ";
        }

Tuesday, September 6, 2011

Version 0.43

0 comments
Hey all, fixed the inventory bugs. Turned out to be a nasty error that was causing event listeners and arrays and other objects to stick around after exiting the play state. That's what I get for maintaining my own piece-meal, extensively modified version of Flixel since version 1.2.

Tonight or tomorrow I'm going to go over the newest version of Flixel and see if I can incorporate its better features, and makes some other tweaks and changes I've been thinking about to all the graphics buffering stuff.

Also, this version has visible armor, boots, and sprites. No new gfx yet, but color-shifting works.

I plan on working more with items in the next update and have them generate more appropriately to the area they're in. I'm tired of Lvl Req 5 Items dropping at Level 1.

Other plans:
-Make spikes deal damage instead of auto-kill
-Figure out ongoing damage
-Add lava that auto-kills.
-Make a pop-up frame for item descriptions instead of using the narrow hint-bar.
-Figure out how to show quest goals on the automap.
-Add a quest log.

Monday, September 5, 2011

Inventory Bug

0 comments
I just caught some bugs with the new inventory system while working on visible armor. I've fixed most of them, except one involving saved games. I'll upload the fixed version tonight after work.


Update: This bug is trickier to fix than I thought. Maybe a new version tomorrow

Sunday, September 4, 2011

Comments

0 comments
I just enabled comments for anonymous users, so folks that don't want to register for blogger can have input as well. Let me know if you find any bugs or have any ideas as to how I might better game-play.

Wednesday, August 31, 2011

Version 0.42

0 comments
Just updated again with the following changes based on input from the comments on indiegames.com:

-Overhauled the inventory so that all your items appear withing two screens so that you don't have to jump all over and wander around just to equip stuff.
-You no longer have to be standing over an empty inventory slot to drop an item, you can simply click the stash key, and it will dump it in the first empty slot.
-You can now minimize your item belts.
-Changed the shitty math behind the "defense" stat so that armor won't make you immune to certain monster attacks.

Soon I'll add weighted difficult to the level generation code, so that certain rooms won't generate till later on.


Tuesday, August 30, 2011

Blurb on IndieGames.com

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Michael Rose at IndieGames.com wrote a little blurb about My Robot, with some nice things to say. You can check it out here: http://indiegames.com/index.html

In response to the comments on that blurb I've uploaded a new version with less ice-skating-rink-ish physics.

Friday, August 19, 2011

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MY ROBOT IS A JET WITH A FLAME THROWER

Tuesday, August 16, 2011

Work, work, work.

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So I've put the level editor on the back burner. I started exploring MFC for C++ and trying to understand the windows API and it became clear it would take far longer than I expected to accomplish what I wanted. That time could be better spent continuing to develop the game as I have been.

So in the past two days I've been sketching out design for the main town in the game. You'll enter this area after you defeat the giant Jell-Eye Fish Beast at the end of Level 1. The town is going to have at least three shops: one for consumables, one for weapons, and one for armor. I know none of this appears on my to-do list, but I'm just getting the urge to expand the actual territory one can explore in the game. I'm tired of Level 1.

I've also been working on including more NPCs. At the beginning of Level 1, your ship talks to you now, explaining how and why you need to find 3 switches.

I've got a rudimentary jet-mode working to, where My Robot can turn into a jet and fly around.

More to come...

Update soon? I hope...

Friday, August 5, 2011

New Project!

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I'm going to resume work on My Robot is Fight, but don't expect much more than slight updates for a while. I'm going to design a level editor for a procedurally/randomly generate rogue-like. Check back later for more info on what that really means.

Monday, July 11, 2011

I promise this game will not become abandonedware.

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Sorry for the lack of updates lately. I've just been getting my ass kicked by the real world and haven't been able to focus on programming. I can't promise an update soon, but I promise I'll resume work eventually.

Tuesday, June 7, 2011

Update! Version 0.38!

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I just added shops. One random spawns in every variation of Level 1. Look for them where you find dead ends.

I'm going to get armor working next I believe.

Test for BUGS! BUGSBUGSBUGS!

Added/Changed in 0.38
-Added a shop to level 1 that offers 3 items for sale. Full sprite set for this.
-Monsters now drop moneys in addition to items, health-ups and energy-ups.
-More tweaks to the inventory. Equipped items can now be stashed using the stash button. Looks like "^". Weapons auto equip to slot 1, boots to slot 4.

Friday, May 27, 2011

Update! Version 0.33!

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I've spent most the day getting things together for major overhaul I want to do for they way items work in version 0.4. In the process I've caught and fixed a number serious bugs that have until now gone unnoticed and updated some internal stuff with the way the mouse works and items are generated. Here's the list of changes I can remember:

Changes in 0.33
-Added a General Character Overview Page to the Skill Menu
-You now use click-able buttons inside your inventory to equip, drop, sell and swap items.
-Lightning Gun and Flame Thrower are now item drops.

Bugs Fixed in 0.33
-You now respawn from death with replenished Energy.
-Fixed bug that allowed you to use weapons you had 0 skill points in by equipping and un-equipping items. You also switch back the standard blaster at 0 energy now.
-Fixed bug that cause item bonuses to attack (damage, cold damage, fire damage, knockback, etc.) to not be added to players attack when equipped. !!!WARNING, your old items from saved games will still not give you these bonuses!!!
-Fixed bug that caused charged-up charge beam damage to be briefly stored as the player's base damage.
-The Lightning Gun now does electrical damage (it had been normal physical damage).

The biggest change is the manner in which the inventory works. Start playing with items and telling me more of what you'd like to see.

Saturday, May 21, 2011

Version 0.3 now available!

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Here's 0.3! Not too many differences from 0.28, but I've laid a lot of ground work for the big changes and updates you'll see on the way to 0.4

Changes in 0.3
-New Freeze Thrower Sprite.
-New Lightning Gun Sprite.
-New room procedure for 3x3 rooms.
-Bat Hive is now animated.
-Add cloud layer of parallax.
-Some new skill menu art.

Tuesday, May 17, 2011

Saved Games!

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Okay everybody. I just got a saved games working. They work in the same way Diablo's network saves work. All of your player data and quest progress is saved, but you'll always start at the zone entrance you left off at. In the case of the current alpha test, this means starting in the first room of Level 1.

WARNING! Don't get to attached to your robot as you grind your way through Level 1 over and over again. The functionality of saved games is likely to change as I learn more about Adobe AIR and make changes to the way items work in coming updates. This means the robots you make more fight in this version of the game might not survive the next. This will especially be true after I overhaul the inventory system for version 0.4

However, I have tested making changes to superficial changes to the physics and level generation code and reloading saved games, and it works. With what bugs, who knows?

Current version is 0.28 and the new save system is the only updated feature from 0.27.

In 0.3 I plan on adding some features that will make it more difficult to accidentally erase your 1 saved game (right now all you have to do is press "Z" at the main menu and *bloop* your robot is gone). I may even try and include the option for multiple games/saves.

The plan is to eventually do some PHP stuff so that players can have accounts where they can access their robots from any computer. That's all above my head right now though.

Anyways. Play test the hell out of this folks. It could very well be buggy as hell.

Sunday, May 15, 2011

No Update this Weekend. Sorry.

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Sorry guys. No update this weekend. I've been super distracted playing Guardian Legends on NES. How did I miss this game when I was a kid. It's the best!

New 20th level Skill Tree 3 power in the works. TURN INTO A SPACE-JET!

Monday, May 9, 2011

Another BIG UPDATE

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Just made 3 new weapons available and added a lot of stuff to the menu. Also fixed a number of bugs Check it out.

Fixes, Additions and Changes in 0.265
-Rapid Rockets in.
-Lightning Gun and Freeze Thrower available w/ placeholder gfx for bug testing.
-Added Music Toggle to Menu
-Added "Blow Up My Robot" to Menu;
-Added Flickering Inversion to Charge Spark
-Added "Any Key" Detection
-Added Options for setting keys to Default and W,A,S,D in Key Menu.
-Change Some Aspects of how items spawn.
-Dying only makes you lose 1/2 of the FIGHT you've gained towards next level instead of all of it.
-Buzzsaw Gun Item now only requires level 10.
-Flame Thrower, Buzz-saws and Charge Bolts now destroy blocks.
-Clicking on edge of a Set Key button will no longer click on the key above it.
-Fixed some text issues in the skill menu. Still lots of formatting errors though.

Sunday, May 8, 2011

As Promised: UPDATE

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Configurable controls are in! The menu isn't very pretty at the moment, but that will come. The current mechanic is simple:

ESC => Set Controls => Click on action you wish to assign => Press the new key you wish to perform that action.

Also, you can currently assign a key to multiple actions (such as aim down / open skill menu). I'm still debating on how this handle this. Is it fine as is? Should it set any conflicting keys to null? Should it swap the key for any conflicting actions with the old key of the recently assign action? Thoughts?

I plan on adding a button to revert the keys to default very soon, and also a button that will set them to a W,A,S,D configuration.

Next thing I plan to get to is saving your player (along with your config).

Wednesday, May 4, 2011

Quick Update!

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I have assignable keys working. I plan on making the menu art for and uploading a new version Friday. For everyone who's been complaining that the movement controls aren't W,A,S,D... get pumped!

Wednesday, April 27, 2011

Alpha 0.2 Ready!

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-Made Split Vertical Room Jumps Easier
-Added Crashed Ship Graphic
-Fixed bug that allowed multiple points be put into doublejump.
-Made wall-jumping and double-jumping more responsive.
-Replaced old RoboCorpses graphic.
-When jumping you now accelerate horizontally at a slower rate compared to when running.
-Replaced several sounds.
-Added Boss Fight!!! (Boss Sprite need more animations)


There are a lot of physics changes and a new level in this. Please play test the crap out of it and report any bugs.

I also updated the To Do List with some plans for the Beta Demo.

Wednesday, April 20, 2011

0.19 Now Playable!

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Updates:
-Chain Gun Sprite
-New Turret Zone Wall Sprite
-Further randomized Level1 layout.
-More Bandana
-Reduced monster HP and Speeds decrease difficulty.

Bugs Fixed:
-Skill Trees are missing level indicators.
-When entering the Bat Hive Room, if you stop moving, the doors will close down on top of you and the game will asplode. (submitted by JR)

Monday, April 18, 2011

Busy-ness

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Ugh...

I just spent all yesterday mixing my band's (Technology vs. Horse) fourth album. This has eaten up most of my time lately, but it's almost done.

I promise an update before the end of the week.

Wednesday, April 13, 2011

Alpha 0.15 Now Playable!

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Additions in this update:
-Updated Bat Hive Sprite
-Rocket Launcher, Buzzsaw Gun and Chaingun added!
-ESC now asks you if you wish to quit instead of automatically taking you to the menu.
-New Physics! Running adds to your jump height.
-New Switch Sprite.

Fixes in this update:
-Doorway to final room now animated.
-Warning beep now stops if you reach the kill screen.
-Option Bot can only be purchased at fifth level.
-Charge Spark now costs Energy to fire and does standard damage when not charged.
-Floating Platform bug fixed.

Click on Play! to play.

Tuesday, April 12, 2011

ATTN: Internet Explorer Users!

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If you haven't been able to access My Robot is Fight it's because your version of IE doesn't support the HTML tags I used to embed the flash into this blow.

Try the link below and let me know if you have any problems.
http://www.fyfth.net/bitner/MegaBeast.swf

Thursday, April 7, 2011

Report Bugs Here!

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Leave Comments below listing any bugs you find. Also feel free to comment on game play aspects such as difficulty, physics and control functionality.

Alpha Test Version 0.11!!!

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So this is it, the first public Alpha Test of My Robot is Fight (formerly Revenge of the MegaBeast).

I've played through Level 1 once now, on this very website and already noticed several issues that will be fixed in the coming week.

Known Issues

Wednesday, April 6, 2011

Public Alpha Test on the Horizon

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I'm going to post a playable version of the game tonight, by midnight no matter what happens. The features available will largely depend upon what I'm able to get done today. Here's what needs to happen:

Freeze Ray Sprite
Machine Gun Sprite
Charge Spark Sprite
Design a layout for a 6x2 screen room that contains an Fight Orb.
Fix a bug with the charge beam and re-write the lightning gun code.
Draw a fancy big ass door sprite.
Skill Tree Graphics.
Skill Menu Bug.

Playtest, playtest, playtest!
Fixed Exit Bug in prizeRoom3x3
Fixed Exit Bug in masterTurret2x2
Fixed Accessibility Bugs in verticalCorridor2xN
Fixed Accessibility Bugs in verticalCorridor2xNTwo
Fixed Accessibility Bugs in inventoryRoom

Still Need:
-Level background object sprites (stuff that makes the level more pretty.)
-A 3x3 room template
-Chain Gun Sprite
-Rocket Launcher Sprite
-Rapid Rocket Sprite
-Buzz-Saw Cannon Sprite
-Freeze Thrower Sprite
-Lightning Gun Sprite

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