Perfect tiny adventure for a perfect tiny handheld <3 I love these bite-sized adventures. Immediately made me want to hop in Pulp too.
Cosmonaut Collective
Creator of
Recent community posts
I've started streaming my development over on my Twitch channel. Check it out as I work on new features for ASRS among other things!
Thanks for buying the game; I appreciate it! You'll be happy to hear that I'm implementing extra lives in to the v1.1 update ;)
I made this game using Construct 2. My previous background was in music and design, so I didn't have any coding experience. C2 was perfect for this situation. If you don't want your health bar to change between layouts, you need to have your energy/life be a global variable. They retain their info between layouts.
Hey everyone!
I hope your holidays went well and you found some time to eat some treats, hang with the people you want to hang with, and relax!
Just a quick update on that I updated the build to Ver 1.0.1: this is an update that fixes some release bugs. They are as follows:
- Adjusted gamepad analog stick deadzone. Down or Up on the analog stick won't make you move now.
- You can now look with Shift + arrow keys
- Charge shot animation won't lock with gamepad
- Small enemy bugs fixed (Level 3 enemies won't get stuck)
- Small art and tile art edits
Feel free to reach out with any other bugs or issues you find. Post a screenshot, make a gif, whatever works!
Hey friends!
So I'm going to use this place to keep you all updated on what I'm currently working on in regards to ASRS. Hopefully this will keep you all in the know of what to expect.
What is coming up?
With the holidays quickly approaching things will be pretty low-key. I'll obviously tackle any huge bugs or issues that arise, but other than that, I'm mostly going to be brainstorming what other content I would like to add. Some things I'm going to look in to include:
- Keyboard and Gamepad config
- Music and SFX sliders
- Trading Cards
- Unlockable characters
I'll continue to post progress pics and gifs as things proceed. I'm excited to work on new stuff already but need a bit of a breather ;) Any questions or thoughts, hit me up!
Been working on coding Level 3 enemies. Unfortunately this means nothing cool to show yet since I use placeholder art while coding
Good news is that, according to schedule, I am ahead by one week. However I'm sure that will change soon I just finished all 3 new enemies yesterday and will start on their art this week. Hopefully I'll have something cool to show off by the end of this weekend.
That coffee shop dev life
I decided that, since a bunch of people will most likely download my demo when I launch on Steam Greenlight, that I should probably update it. Here is what I managed to do this weekend to the Level 1 demo:
- Updated controls
- WASD or Arrow key controls
- Keycard "have" indicator
- No more doorways. All screen transitions are "edge of screen collision" types
- Moved all dialogue over to the new dialogue engine
- Began swapping out the "pure black" for a "softer black" in my tilesets
I've got a bit more to do but I should manage to finish the update by this weekend. Then on to Greenlight!
LEVEL 2 IS DONE!
Turn up for the music because this song is very important to me. As I've posted about before, some 12-13 years I was in a band called Tomorrow is Forever. We had a full length album that had music videos for every song telling the story of 2 game developers. We'd play the music live with the videos in sync with us. We wrote this song the first summer we all stayed in our college town together. When we had a rough demo, we brought it to our friend's house and we listened to it for the first time together. It was an incredible moment and it is immortalized for me in the form of this song.
Thanks for reading this far! I'll be launching my Steam Greenlight campaign the first week of August.
Thanks for checking out the demo!
You know I went back and forth on the explosion effect. I had made legit pixel animations but they just didn't feel big enough to me. But I definitely know what you mean.
And thanks for the heads-up on the drop-through ledges. I'll take a look and see if I can resolve that. And I'll be sure to add solid ledges above the instant-death gears ;)
It's been a few weeks but I've been hard at work!
Last weekend I showed off my demo at the Buffalo Game Space Showcase. Got great feedback and hung out with a bunch of other great WNY game devs. Here was my setup:
Looks like another week or two and I should wrap up Level 2. Currently I'm scripting all dialogue events and working on cutscenes. I made the decision to try and do still-frame cutscenes especially since the game is quickly getting story heavy.
Made some huge progress this weekend. As I have mentioned, I've been using a dialogue asset from the Construct 2 store. Over the weekend I realized and learned how to use the text commands which lets me script events from within the dialogue. So basically I can type the dialogue and then type something like {BossActivate} which calls a function or any other event. This is incredibly handy. I cannot recommend this asset enough if you use Construct 2. It's a steal for the price.
Here is the Level 2 Boss reveal. Don't worry; it'll be more difficult than pictured in the gif :lol:
Up next is drawing up the cutscenes, finishing the dialogue script, and setting up all keycard / door functions in the layouts for Level 2. Then on to Greenlight!